ah yeah - I think this would be the better solution. (using Unity instead) - well to be honest, I was thinking I could use PixelOver just like shockwave flash, back in the days - was tempting ;)
Thanks for answering and pointing out a way to do this
hey,
when I try to export an animation as .gif (my animation has 435 single frames) I get a message pop-up, saying "file corrupted, inaccessible or with a bad format". Why is that?
Godot Engine v3.4.beta.custom_build.081457440 - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce RTX 3080/PCIe/SSE2
OpenGL ES Batching: ON
WARNING: BaseButton's Enabled Focus Mode property has been deprecated due to redundancy and will be removed in Godot 4.0. Please use Control.set_focus_mode instead.
at: BaseButton::set_enabled_focus_mode (scene\gui\base_button.cpp:329) - This method has been deprecated and will be removed in the future.
ERROR: Index p_column = -1 is out of bounds (cells.size() = 1).
at: TreeItem::is_selected (scene\gui\tree.cpp:457) - Index p_column = -1 is out of bounds (cells.size() = 1).
ERROR: Index p_column = -1 is out of bounds (cells.size() = 1).
at: TreeItem::is_selected (scene\gui\tree.cpp:457) - Index p_column = -1 is out of bounds (cells.size() = 1).
ERROR: Index p_column = -1 is out of bounds (cells.size() = 1).
at: TreeItem::is_selected (scene\gui\tree.cpp:457) - Index p_column = -1 is out of bounds (cells.size() = 1).
ERROR: Index p_column = -1 is out of bounds (cells.size() = 1).
at: TreeItem::is_selected (scene\gui\tree.cpp:457) - Index p_column = -1 is out of bounds (cells.size() = 1).
ERROR: Index p_column = -1 is out of bounds (cells.size() = 1).
at: TreeItem::is_selected (scene\gui\tree.cpp:457) - Index p_column = -1 is out of bounds (cells.size() = 1).
ERROR: Index p_column = -1 is out of bounds (cells.size() = 1).
at: TreeItem::is_selected (scene\gui\tree.cpp:457) - Index p_column = -1 is out of bounds (cells.size() = 1).
ERROR: Index p_column = -1 is out of bounds (cells.size() = 1).
at: TreeItem::is_selected (scene\gui\tree.cpp:457) - Index p_column = -1 is out of bounds (cells.size() = 1).
ERROR: Index p_column = -1 is out of bounds (cells.size() = 1).
at: TreeItem::is_selected (scene\gui\tree.cpp:457) - Index p_column = -1 is out of bounds (cells.size() = 1).
ERROR: Index p_idx = 0 is out of bounds (cells[p_column].buttons.size() = 0).
at: TreeItem::is_button_toggle_mode (scene\gui\tree.cpp:609) - Index p_idx = 0 is out of bounds (cells[p_column].buttons.size() = 0).
ERROR: Index p_idx = 0 is out of bounds (cells[p_column].buttons.size() = 0).
at: TreeItem::is_button_toggle_mode (scene\gui\tree.cpp:609) - Index p_idx = 0 is out of bounds (cells[p_column].buttons.size() = 0).
ERROR: Index p_idx = 0 is out of bounds (cells[p_column].buttons.size() = 0).
at: TreeItem::is_button_toggle_mode (scene\gui\tree.cpp:609) - Index p_idx = 0 is out of bounds (cells[p_column].buttons.size() = 0).
ERROR: Index p_idx = 0 is out of bounds (cells[p_column].buttons.size() = 0).
at: TreeItem::is_button_toggle_mode (scene\gui\tree.cpp:609) - Index p_idx = 0 is out of bounds (cells[p_column].buttons.size() = 0).
ERROR: Index p_idx = 0 is out of bounds (cells[p_column].buttons.size() = 0).
at: TreeItem::is_button_toggle_mode (scene\gui\tree.cpp:609) - Index p_idx = 0 is out of bounds (cells[p_column].buttons.size() = 0).
ERROR: Index p_idx = 0 is out of bounds (cells[p_column].buttons.size() = 0).
at: TreeItem::is_button_toggle_mode (scene\gui\tree.cpp:609) - Index p_idx = 0 is out of bounds (cells[p_column].buttons.size() = 0).
ERROR: Index p_idx = 0 is out of bounds (cells[p_column].buttons.size() = 0).
at: TreeItem::is_button_toggle_mode (scene\gui\tree.cpp:609) - Index p_idx = 0 is out of bounds (cells[p_column].buttons.size() = 0).
ERROR: Index p_idx = 0 is out of bounds (cells[p_column].buttons.size() = 0).
at: TreeItem::is_button_toggle_mode (scene\gui\tree.cpp:609) - Index p_idx = 0 is out of bounds (cells[p_column].buttons.size() = 0).
undo
undo
undo
undo
undo
ERROR: Index p_column = -1 is out of bounds (cells.size() = 1).
at: TreeItem::is_selected (scene\gui\tree.cpp:457) - Index p_column = -1 is out of bounds (cells.size() = 1).
ERROR: Index p_column = -1 is out of bounds (cells.size() = 1).
at: TreeItem::is_selected (scene\gui\tree.cpp:457) - Index p_column = -1 is out of bounds (cells.size() = 1).
ERROR: Condition "!f" is true. Returned: ERR_CANT_OPEN
at: ImageFrames::save_gif (C:\Program Files\software\godot\modules\goost\modules\gif\image_frames.cpp:57) - Condition "!f" is true. Returned: ERR_CANT_OPEN
File error : 19
ERROR: Condition "_first != nullptr" is true.
at: SelfList<class DynamicFont>::List::~List (C:\Program Files\software\godot\godot\core/self_list.h:108) - Condition "_first != nullptr" is true.
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
at: ObjectDB::cleanup (core\object.cpp:2069) - ObjectDB instances leaked at exit (run with --verbose for details).
ERROR: Resources still in use at exit (run with --verbose for details).
at: ResourceCache::clear (core\resource.cpp:417) - Resources still in use at exit (run with --verbose for details).
ERROR: Condition "allocs_used > 0" is true.
at: MemoryPool::cleanup (core\pool_vector.cpp:63) - Condition "allocs_used > 0" is true.
Hey Deakcor,
first of all - I love the Theme and GUI of your software, very nicely done :)
I am new to pixel-art stuff and try to figure out, how to animate some stuff. But not like a character or make
a ball jump - more like doing a title screen animation in a parallax scrolling fashion like so
Thing is, I got 3 layers of trees, that will make up for a forest. The layer that is away the most should scroll
slowest, the layer before it a bit faster and the front layer should be fastest. Problem is, if I want the background layer
to scroll slow AND smooth enough, I have to set animation length to 10s, Freq. 200 FPS with speed 0.2.
With this settings, the background is scrolling really slow and smooth, like I want it to - but it produces like 2000 Frames
for export. In fact, the file was corrupted, after waiting for it to render (which took very long time)
I think I may did something wrong here? Can you give advice, please?
Tried other settings, but then the scrolling was not smooth (like you can see how the background jumps) or the animation
was way to short, for what I want to achieve hmmm
Oh and one little thing: the pop-up messages/dialogues are flickering, if I have a Switch Pro Controller connected to my PC.
If I disconnect it, things are fine, again.
Cheers,
Elo