imported_peterigz
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imported_peterigzParticipantSorry, the forums got spammed a bit there and I almost missed this message!
I’m not sure why it would do this unless the config file has gone wrong somehow. You could try uninstalling and then deleting the following folder: %user%/appdata/local/virtualstore/program files (x86)/TimelineFX
Then installing again. Or install to a different folder other then TimelineFX. You will have to enter your license key again though if you do this.
You can also try allowing TimelineFX through the firewall as it checks for updates when it starts, however this shouldn’t make it crash, if it can’t connect it simply times out and continues loading.
Let me know how you get on.
imported_peterigzParticipantHi, yes you can use the offset field. So in your case set the offset to 42 and click update.
imported_peterigzParticipantTimelineFX is now running on Mavericks 🙂
I just need a bit more time to test it and see if there’s any bugs lurking about, and then I’ll release a new version.
imported_peterigzParticipantNo, the frame size is fixed for each frame. I do think it’s a good idea though to have a flexible frame size for each frame, and pack them onto a sprite sheet, plus export a text file with the frame location and size on the sheet.
imported_peterigzParticipantHi Afroditatow, I can help 🙂 what is the issue you’re having? That post you mention did have a solution, was it something specific?
imported_peterigzParticipantHi, just a quick update, I’m in the process of working on an update for this. Some of the libraries that I use also requires some updating for mavericks so I’m just working on updating those as well, and will hopefully have a new version that works fine very soon!
imported_peterigzParticipantHi, I’m not sure I follow what you mean. You can make the frame size anything you want, and that will export to a sprite sheet of suitable size or image strip.
Maybe you mean that on some frames the image doesn’t take as much room and to dynamically adjust the frame size to suit each frame individually? In which case this is currently not a feature of the editor.
Thanks 🙂
imported_peterigzParticipantHi, thanks I will look into this ASAP and let you know.
imported_peterigzParticipantHi,
I guess it depends on the capabilities on the iOS emitter, and whether or not you can change the particles behaviour overtime using graphs. If you can’t then you are going to have to limit yourself to only using one node on each graph.
For example, with velocity set the base value to whatever you want with one node, and set the node on the velocity overtime to 1. Then you just need to read the the value of the base velocity and use that. TimelineFX works out the value of each attribute at any given time in the particles life by multiplying the overtime graph by the base value, so setting the overtime to 1 would ensure you’re getting the exact speed you set there.
The other thing would be translating the numbers to whatever measurement iOS is using. TimelineFX works in pixels/degrees/amount per second. So a velocity of 200 is basically 200 pixels per second. Or amount 200 would spawn 200 pixels per second.
I would start with the very simplest of effects, like 1 particle spawning and moving in one direction and build from there. Just ask about any of the values in the XML and I’ll try and help where I can 🙂
imported_peterigzParticipantHi, sorry for the delay replying to this I’ve been away. Try going to the file menu and selecting Full Colour under Import Options. That should do the trick, currently it’s using the colour to work out the alpha.
Hope that helps!
imported_peterigzParticipantHi, you should be able to export 4 frames without any problems with the current version, this is the first I’ve heard of the problem.
When you say the selection is greyed out, where do you mean?
In order to export to PNG you have to do it under Animation Properties under the edit menu, then you click on the record icon in the bottom right of that dialog box. Is this where you have gone?
More details on exporting a sprite sheet can be found here: http://www.rigzsoft.co.uk/index.php?option=com_content&view=article&id=17:animation-properties&catid=7:editor-help&Itemid=10
Let me know how you get on 🙂
imported_peterigzParticipantHi, if you right click on the emitter you can check to see if “Hide unselected emitters” option is ticked. It’s also on the edit menu.
Hope that helps!
imported_peterigzParticipantLooks good!
imported_peterigzParticipantHi,I can’t seem to open that effect it seems to be damaged. Anyhow you could try using the frame offset field in the animation controls to start the animation a few frames in if the particles take some time to appear.
Hope that helps!
imported_peterigzParticipantI just answered over on the Blitzmax forum, but there’s only limited support I can offer for systems that I don’t own, but hopefully you can get it going in some form 🙂
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