ijust8's Forum Posts

  • I was not able to preview this post so I have no idea if the bb code and such is working. I'll do my best to edit it, if I am allowed.

    Hello everyone!

    I'm an Art Designer, Animator with 10+ years of commercial game industry experience. Expert level in Spine 2D animation with 5 years as a lead animator on cutting-edge games. Team-oriented leader with passion for high quality game art and animation.

    My resume is here: https://makapixel.artstation.com/resume

    Also my apologies for the 'portfolio use only' watermark.

    I've created a portfolio over at artstation so if you want to see more of my work it will be over there. I'll be updating it quite frequently. For now I have a smorgasbord of Spine animations to post. Some old some new. I've done many different styles of Spine animation. There are no limits on what I'll take on. No matter the project / style / budget / purpose or what have you. I'm also a professional pixel artist / animator. I've posted some samples at the bottom. More of my pixel art can be seen here.

    https://makapixel.artstation.com/projects/qQrWQN

    Oh yeah I offer discounts to repeat customers. I am looking forward to working on some amazing innovative projects.

    Thank you so much for taking the time to look at my work!

    If you would like to work with me my contact info is below:

    makapixel gmail (dot)(com)

    My current portfolio: https://makapixel.artstation.com/

    Artstation: Vitamin Connection Spine Animations

    Artstation: Vitamin Connection Cinematics

    Artstation: Spine animations 2

    Trailers for some games I've worked on:

    Vitamin Connection:

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    Shantae and the Seven Sirens:

    Subscribe to Construct videos now

    The Simpsons: Tapped Out:

    Subscribe to Construct videos now

    Adventure Time Puzzle Quest

    Subscribe to Construct videos now

    Adventure Time: Hey Ice King Why'd you steal our garbage?!!

    Subscribe to Construct videos now
  • Okay, I'll try that and report back. Thank you.

  • When using 'set target' it won't let me choose vertical or horizontal.

    x, y, angle, opactiy, width(scale), height(scale) and value.

    Since I'm using vertical don't I need to all select vertical?

    Also I tried to convert to string in initialize and the results did not turn out the way I expected when they should've worked just fine.

    Does using initialize erase all the other values for the tween? Would I have to manually set them all again in code?

  • I'm working with litetween for some specialized moving platforms. I want to set the Target Value to vertical and set the value to call from a variable but for some reason this seems to be impossible.

    When using initialize tween you can set the target value but it needs to be a string...

    Does anyone know how to do this?

    (I tried to add an image but it wouldn't recognize anything I tried. Everything returned errors)

  • Hi thank you for your help! When you replied you gave me an idea that hit me like a flash of lightning. My solution to this problem was to have another platform behavior and just use that as my secondary wind movement. As far as I can tell it works! The way I make it work is I just simulate a direction using second platform behavior that has a lower max speed than my main platform behavior. What's great about this method is I can just turn it on and off easily. No need for custom code.

    I need to remember for the future that behaviors can be combined and mixed and matched.

  • Hello all,

    I'm working on a little platform game and I've come to a point where I need to have wind push the character to the right or left throughout stage. (Like Mega Man and Bass level with the rain and wind) I know this means using the X vector but it seems to be that the decel is getting in the way of the code functioning properly. For example if I write every tick set vector x to vector x + 30 or something it won't work because it's not strong enough to bypass decel. However, if I set decel to 0 then it will work. This isn't a good solution though because then the character is a bit too slippery.

    I can get it to work sort of by fudging with Max Speed and Decel and making custom Max Speeds depending if you are going left and right. But I don't think it works well enough.

    My other attempt just involved setting the player box's X position and always add to that but that has serious complications when it comes to slopes.

    Is there some way to apply a separate value from vector x to the platform behavior in order to apply wind effects without having to deal with decel and max speed?

    In Multimedia fusion there was a plugin called Platform Movement Object and it has 2 additional values called 'Additional X' and 'Additional Y' that is specifically for wind effects.

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  • cvp that is the conclusion I came to as well but I was just relieved it worked!

  • Wow flyovergames You fixed it! I'm eternally grateful. We will be adding you to the credits of our projects that use spine heavily. Thank you so much!

    I do have another question and maybe a bug fix that you might not be aware of,

    Here goes,

    When there are many spine objects in construct the plugin will try to load it but then eventually it will black screen and it won't load anything. Is this a bug of the plugin or is there just too much json data to load that it overloads the memory? Is this possible to fix?

  • Hey thanks for the quick response flyovergames (I can't you for some reason) Unfortunately as far as I can tell the mesh issue remains. Here is how Mario looks after updating the spine plugin.

    Am I perhaps exporting him incorrectly?

    Would it help if we were to downgrade spine to before 3.0?

    The new features that spine has added do nothing for us anyway.

    Thanks for all your hard work.

    I've donated to you for all the hard-work you've done. I hope to see continual improvements for spine plugin for the future. Thanks again.

  • Hey All,

    I am having issues with the FFD mesh aspect for the spine plugin. The Mario on the left is how I want the animation to play. (The Mario on the left is a png sequence of the animation on the right)

    The mario on the right side is how the spine plugin exports. For some reason the mesh deforms in the wrong axis. Instead of deforming on the x axis it's deforming on the y.

    I'm not sure if this is a bug, or an issue with the math(I have no idea about any of this, just speculating)

    Has anyone else run into this? Has anyone run into this and fixed it on their own? Please help and you will see even more crazy spine stuff in the future. We have multiple projects in the works and getting this plugin fixed would really speed up the process.

  • I did my part. I commented and asked for the plugin. Please everyone send them your energy!

  • alextro Wow thanks for this! How did you figure this out btw? This has been a huge thorn in my side for awhile.

  • Would this work with CocoonJS?

    For my Samsung Galaxy SII Sprint edition it does indeed work. So yeah that's freaking rad!

    [edit] just realized how to edit. Edited and deleted my post that was below this.

  • I've been poking around Construct 2 looking for a way to call these features but so far I haven't been able to find anything.

    Is there some rule about not using rumble/vibration for IOS/ANDROID games?

  • I think I found out what's going on here. For some reason the code in my "Control" wasn't working. Turns out it wasn't included in the event list thing. Now I know.