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Construct 3 suggestions 21H2 - ARCHIVED

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15 VOTE
Categories Editor
Created by armando alonso
Created on Mar 24, 2022

Animation Signals/Events

There are times When you have a need to run some logic that needs to be in sync with an animation. such as to time attacks in a complex multi-attack animation or some other trigger that needs to occur in the middle of the animation.

Right Now the other way to accomplish this is by using timelines which is no ideal if you have a ton of animations, and its troublesome to setup.

What i purpose is to be able to designate a specific frame of an animation as a trigger. then during the animation playing if that frame is hit, invoke that signal.

So there might be multiple way to handle this.

right clicking a frame in the animation editor, open the context menu where there is an option to set the frame as a trigger, the same option can also be exposed on the frame properties section.

adding a frame as a trigger you would need to specify the event to map to? The event can either be a pre-defined function or it can be another primitive in the engine.

If we use the pre-defined function method - there would be a dropdown with functions, and if the function has parameters there should be a way input those like the call function dialog box.


If we are using the event primitive method, we would only need to specifcy a string (tag)

But in order to handle this in the runtime there we would need a new condition (trigger) where we can listen for an event, and it would execute the animation trigger, the action can be tied to the Sprite ACES. Something like "On Animation Trigger" and this would let us implement logic when ever this event is executed in the animation.


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  • Guest
    Reply
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    Jun 30, 2022

    Add a Tags property to Animation Frame Properties. Just like Tileline Master keyframe Tags.

    Can continue to add a special mark to the Frame bar, such as adding a small dot in the upper right corner of the Frame Number, or use a different color to distinguish other frames without Tags.


  • Wacky Toaster
    Reply
    |
    Mar 26, 2022

    I do see some minor benefit in this, but you can also simply use this code to do exactly what you described. It isn't all that much more work. The benefit I'd see is that you might adjust something in the animation (say remove one of the frames to make it snappier) which also changes the animation frame numbers. So I think having a similar system of "keyframes" as the timeline feature has might not be the worst idea.

  • +8
3 VOTE

Add option to play sounds or play functions in animation editor

Merged
Hey! Would be very useful to be able to set some action in the animation frame editor, for exemple play sounds, or run functions.For my game I've hundred of characters and I have to set for everyone in my code "if animation frame = X (depending of...
BRASSAUD Jonathan about 2 years ago in Editor 0