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<h3>Skin it</h3><div class="deshr"></div><p>Skin it is a pack containing a plugin and a behavior that will allow you to easily implement a skin system in your game.</p><h3>The plugin</h3><div class="deshr"></div><p>A skin group is a global plugin that will contain every information about a set of skin. Each skin contains a number of subskin that you set up yourself.</p><p>You can have multiple skin groups for categorisation purposes, and each group is referred to with a tag that you need to set up in the skin group's parameters.</p><p>Each skin group allows you to get a random skin and a random subskin from a given skin.</p><h3>The behavior</h3><div class="deshr"></div><p>The behavior will allow you to attach a skin to a sprite.</p><p>The default skin is whatever the sprite contains before the skin gets attached.</p>
- The skin group tag needs to be set as it can't be changed at runtime. It links the behavior to the appropriate skin group.
- The skin and subskin tag are the skin values that will be used on start of layout.
- Use default skin shall be set to Yes if you don't want the object to start with a skin.
- Hide default skin means that the sprite will get set to invisible if a skin used, and visible if no skin is used.
<p>A sprite can hold multiple skin behaviors, each with its own properties. The skins, then get layered following the behavior order, from top to bottom.</p><p>A skin, as it is also a sprite, can hold a skin too.</p><h3>Use cases</h3><div class="deshr"></div><p>In the demo, you will find a wearable equipment system.</p><p>You can also make a regular skin system where the character gets entirely replaced by new skins.</p><p>You can also make an NPC system where every NPC is the same sprite, but the visuals get replaced by a skin.</p><p>Skin it basically separates a sprite from its texture, making anything with dynamic texture relatively easy to set up.</p><p>The skins never need to be loaded as well. They only need to be stored in an object bank layout to have a model for creating them. You can also decide to use different resolution skins by resizing them in the object bank.</p>
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