justifun's Forum Posts

  • Its probably some arbitrary number that just felt good. Its being used to tweak the impact height of when the player hits the enemy.

    If the player collided with the worm and the worms collision box was all the way to the top of the sprite, it might look like the player is bouncing off the air above him. Depends where the collison box is.

  • Are you trying to use the particles like a shotgun blast or something?

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  • Prominent - I wonder if there could be a sub option of the flipped/mirrored feature so that if its also pinned in position, that when you mirror it, it would flip over the other side of the object its pinned to.

  • Prominent - 5b confirmed working!

  • Prominent - im getting a dupicate ACE table error when installing R5

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    ACE table: Action ID duplicated in ACE table

    Condition: act_ids.find(id) == act_ids.end()

    File: c:\c2\source\exporters\html5\..\..\common\ERAHelpers.h

    Line: 238

    Function: void __cdecl era::ACETable::AddAction(int,int,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,void (__cdecl *)(const class era::StaticResult **,int,class era::StaticEvaluation *))

    Build: release 243 (64-bit) checked

    Component: HTML5 exporter

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort Retry Ignore

    ---------------------------

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  • Prominent - Great work!

  • Casimir - To answer your question about having one animation complete before beginning another....

    Put a event frame on the "second to last" frame of your animation in spine (call it WalkEnd) or something.

    Spine treats the first and last frame as the same frame, so the last frame is actually the first.

    Next. Setup a condition in Construct that says something like.

    On keyboard press "space" -> set variable "finish animation" to 1

    (SpineObject) On Event "WalkEnd" triggered (AND) Varaible Finish animation = 1) -> Do next thing

    This way it will only trigger once you've made sure the player has inputted a command to do the next thing, and will loop if they havent yet.

  • Casimir - Yes the plugin is pretty CPU intensive. I'd recommend trying to spawn the object at the beginning of your game while its loading. then make it invisible. This should put it into memory already. Then you when spawn new copies of it later it shouldn't lag as much.

    However you should know its probably not a good idea spawn a ton of characters with this plugin. Try to stick to as few as possible. Any if there's any that are small, try and export them as a sprite sheet instead.

    As for the resizing of the PNG. I'd recommend replacing the PNG's in your spine file before exporting it from spine with smaller source images, then re export.

  • wertt22 - I am actually not the author of the plugins. Flyovergames is, so i dont know how to make any adjustments to the plugin.

  • Awesome Yaottabyte! . Can the individual particles be rotated? That was one big missing feature from the vanilla particles.

  • matriax - For some reason that seems to rotate the sprite around as if i was setting its angle instead.

  • How does one adjust the overall opacity of the effect? Using the opacity parameter seems to rotate my whole effect instead of affecting its transparency

  • mekonbekon

    99Instances2Go

    I love a good challenge, and i was trying different solutions for a few days before asking the community for help.

    Thanks for taking the time to respond.

    I also came up with a method. although yours are both more elegant.

    I used a tilemap and generated a random area to fill. Then I placed a tiled background over the same area.

    Next I checked for the next blank space, and generated another square to fill (making sure to not overlap a previous square.

    Its kinda sloppy but it works! check it out!

    I'll probably go back and try to optimize it more along the way you guys approached it.

    https://dl.dropboxusercontent.com/u/403350/grid_forum.capx

    mekonbekon

    99Instances2Go

    added a live demo

    Live Demo: (hit refresh to generate a new layout) - https://dl.dropboxusercontent.com/u/403350/grid-forum/index.html