your english is not bad at all ... so the subtitles work really fine for me (i'm not so good in english) :) thanks for the tuto-video ... i improve more and more everytime.
That would be great if they implemented some easing presets to use in the animation curve editor rather than manually replicate them, but maybe they will in a future update. Good tutorial though 💪🏼
Yo dude I really like your work, and you seem like a pretty smart, hardworking and generally cool guy. One criticism I have though is that I feel like your narration just seems unnatural and forced, I mean no harm nor disrespect at all, but I hope you can be more loose and casual when making these videos, cause one of the main things that help me learn (like many others I'm sure) is connecting with my teacher. If you just narrate as if you're talking to or teaching a friend about gamemaker, then that'd be great. I'm sure your videos will be even better than they are now too!
This is great! I'm learning a lot from your videos, this is basically the best documentation i can find for the 2.3 beta. Just a tip: use Audacity noise remover filter to remove the white noise behind your voice (if you're using a noisegate disable it to get the noise profile), pretty fast edit and will greatly increase your voice quality ; )
9:55 this wasn't always the case. In the very first version of 2.3, you could place and move points horizontally freely WITHOUT effecting other curve channels. IT was much, MUCH better that way and they kinda ruined the animation curve feature a bit by adding a x-relationship to every point.
Yeah I know, I was in the closed beta. This makes more sense when you consider the use of curves in Sequences. For example, a curve for the "Position" track has two channels: x & y. So those channels have to be locked horizontally. But, they might have made this an option, instead of a restriction across all curves...
@@GameMakerStation If it had been like this from the start, then it would have framed my usage habits. Previously, the complete freedom between channels meant that I created a new Animation Curve for a family of Eases for example, where each channel was a different Ease type. Then I made a new Curve for Arc channels. As it stands now, I can't add more channels to my Ease Curve because a new channel inherits the same number of points as ALL previous channels, and points cannot be deleted or you will delete/effect the points in other channels. It's really bad.
Couldn't we do this with paths? They animate position very well. If we need to separate x and y on a path we have path_get_x/y and path_get_point all of which can be applied to position as well as other things to do interpolation. I guess having multiple curves in one asset is different, but I'm not sure what the advantage is. What does this allow that paths don't? The similarity make me wonder if Yoyo doesn't plan on eventually axing paths. I hope not because being able to set both x and y with the positions on one line is extremely useful and intuitive. Forcing their separation would make certain things much more difficult. Can sequences use paths or only animation curves?
Hope you liked the video! Let me know what you think of Animation Curves, and any creative uses you can think of!
your english is not bad at all ... so the subtitles work really fine for me (i'm not so good in english) :)
thanks for the tuto-video ... i improve more and more everytime.
That would be great if they implemented some easing presets to use in the animation curve editor rather than manually replicate them, but maybe they will in a future update.
Good tutorial though 💪🏼
Would have been nice if it just had an actual animator like flash.
New update adds presets including linear, smooth, and bezier curves
Clear and straightforward. Thanks.
Love the new RUclips segment feature. Now im about to make my curved animation curves to do curved animations.
Yo dude I really like your work, and you seem like a pretty smart, hardworking and generally cool guy. One criticism I have though is that I feel like your narration just seems unnatural and forced, I mean no harm nor disrespect at all, but I hope you can be more loose and casual when making these videos, cause one of the main things that help me learn (like many others I'm sure) is connecting with my teacher. If you just narrate as if you're talking to or teaching a friend about gamemaker, then that'd be great. I'm sure your videos will be even better than they are now too!
Just wanted to say thankyou. This was extremely helpful.
This is great! I'm learning a lot from your videos, this is basically the best documentation i can find for the 2.3 beta. Just a tip: use Audacity noise remover filter to remove the white noise behind your voice (if you're using a noisegate disable it to get the noise profile), pretty fast edit and will greatly increase your voice quality ; )
9:55 this wasn't always the case. In the very first version of 2.3, you could place and move points horizontally freely WITHOUT effecting other curve channels. IT was much, MUCH better that way and they kinda ruined the animation curve feature a bit by adding a x-relationship to every point.
Yeah I know, I was in the closed beta. This makes more sense when you consider the use of curves in Sequences. For example, a curve for the "Position" track has two channels: x & y. So those channels have to be locked horizontally. But, they might have made this an option, instead of a restriction across all curves...
@@GameMakerStation If it had been like this from the start, then it would have framed my usage habits.
Previously, the complete freedom between channels meant that I created a new Animation Curve for a family of Eases for example, where each channel was a different Ease type. Then I made a new Curve for Arc channels.
As it stands now, I can't add more channels to my Ease Curve because a new channel inherits the same number of points as ALL previous channels, and points cannot be deleted or you will delete/effect the points in other channels.
It's really bad.
this tutorial is very well made
Great as always Matharoo!
as usual: great video!
This is some God-tier content
Thanks so much for putting together this video! =)
Really helpful thank you
Love your videos, thanks for making them.
Great tutorial as always. Thank you
can you use curves to input a variable and output a nonlinear result? would be super helpful
Nice explication
Can you achieve the same result of a complex animation curve using lerp() ?
Nope
Greate tutorial!
Hey! hello can you help me with some game maker, can you make a sprite editor in game maker 1.4 ???
Excellent content
Couldn't we do this with paths? They animate position very well. If we need to separate x and y on a path we have path_get_x/y and path_get_point all of which can be applied to position as well as other things to do interpolation. I guess having multiple curves in one asset is different, but I'm not sure what the advantage is. What does this allow that paths don't?
The similarity make me wonder if Yoyo doesn't plan on eventually axing paths. I hope not because being able to set both x and y with the positions on one line is extremely useful and intuitive. Forcing their separation would make certain things much more difficult. Can sequences use paths or only animation curves?
useful stuff
thank for da tutorial
This EXACT code does not work for me.
Copying the EXACT code from tutorials doesn't work for most, because everyone's problem is different and has to be solved with specific attention 🙂
great usefull !
OK!