KyleWilliamson's Forum Posts

  • About this template. Does it utilize local variables on Sprites, an array or a dictionary for the stat system?

  • I'm not sure how to do this. I'm currently working on adding multiple configurations to my character -players will select their weapon, head, armor etc. and doing this with Skins means only 1 change can be active at a time. What was flyover describing above? Anyone know how to make this work - short of having the character made up of several different spine objects and jsons and then using skins for each? - Is there a better way?

    I'm sure Flyover's way is better but that's how I chose to do it myself as I am not the most technically proficient user.

    If you choose to do it my way, just keep re exporting with only one visible attachment (grouped however you have it set up, of course).

    Make sure you apply a bounding box to the singular attachment or scaling will be wonky.

    Use Set Time (0) with every state change (Attack, Jumping, Etc) to make sure that the animations don't desync from one another over time.

    You may know all this better than me, just giving you insight into the issues I had with an avatar system.

  • justifun

    I redownloaded myself.

    Seems to be working fine now.

    No worries. Dumb user error, apparently.

    I'm going to have to donate to Flyover for all my bullshit.

    Edit; Aaaaaand donated.

  • justifun

    Is Set Time not working properly? It freezes animation for me. Or is my understanding of it flawed? I was under the impression Set Time (0) would play it from the beginning.

  • justifun

    Interesting. Well, my way should work for you then!

    If it does indeed loop back to the first frame as you say, I'll continue using my way.

  • That's the gist of it but you'd actually set the object itself to 0, not the animation. You'd have to switch it back on with Set Rate after the switch. I actually just noticed a much easier way though, lol! There's an event for "Animation has looped n times" as an event instead of an action. /facepalm So just set it for "Jump has looped 1", switch animation.

  • justifun

    I know this is a couple weeks late and you've probably already figured out a solution but here's my solution until flyovergames gets back to you.. He may have an easier way but until he replies..

    1.] Determine the milliseconds/seconds/whatever for your animation. Mine for instance is 0.667 for one full playback, 20 frames at 30 FPS, I think. Use the wait command for whatever amount of time for one play through so the animation plays through, then use 'Set Rate' to 0. It'll freeze at the end of the animation, switch as necessary to another animation state immediately after. This is what I did for a three animation jump state, for instance. I may be able to help with a more specific scenario if you want to PM me about it.

    2.] Add it as an event instead of an action. Here's an example img.

    http://prntscr.com/au9hbg

  • zenox98

    That's exactly what the issue is.

    Don't even have to look to know.

    Gosh, I need to pay more attention.

    Not sure why I thought Chipmunk was a plugin.

    Thanks.

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  • R0J0hound

    http://prnt.sc/ahn4ou

    Unable to load plugin on start up.

    Was working fine on my other computer, not sure what the issue is.

  • flyovergames

    Error Report;

    http://prnt.sc/a8o078

    Basically, everything works fine until I attach an event sheet.

    Once that is done, it's throwing this error.

    Update #2

    Attempting to debug the issue.

    1.) Created a new project, added a few globals and "on start" event to the default layout sheet. No error.

    2.) Using the new project, I made a debug sheet, swapped the globals and on start event to it, attached it to the default layout sheet. No error.

    Error isn't popping so that means it has to be related to my project, I'm assuming.

    Update #3

    Fixed the issue.. Not sure why it was throwing an error for Spine though but whatever.

  • flyovergames

    I ended up just animating all the pieces separately, with separate atlases and jsons. Skin keys for swapping out individual pieces/states.

    Thanks for the advice though, it helped me figure out how to go about it.

  • Quick question, flyovergames, will set skin allow me to use multiple skins at runtime? For instance, setting up an Avatar system.

  • To make a walk-able area in a platform game. Add the Solid Behavior in your 9 patch object. And for the Player add the Platform Behavior.

    If you ask me I wouldn't use 9Patch as a walk-able area, designs or ground in a platformer game. I would use Tilemaps or TiledBackgrounds whichever is more convenient.

    Using 9Patch is very inconvenient and performance is not optimized for this kind of things especially in mobile games.

    Hi there! There's a couple of problems with using Solid/Platform.

    1.) It doesn't actually accomplish what I'm trying to do.

    2.) The fact I'm using Physics.

    I originally attempted to use the two in tandem but found there to be significant issues which I wasn't able to overcome if I wanted to maintain the same feel. So I've begun using Physics exclusively.

    I'm not actually partial to the 9 patch. In the first iteration of my game, movement like this wasn't something I was attempting to do. There's a lot of other changes that led to the 9 patch as well. I will likely switch to a different display method for the image, it serves it's purpose for now though.

    Edit; I could technically utilize Solid/Platform for what I'm trying to accomplish but that means I still have to utilize the method I am using.

  • It sounds like a composite of a couple pieces..

    Look up Rockafire Explosion. Sounds like his voice laid over a different track.

    Edit; Should mention the voice from the Rockafire track itself also appears edited.

  • I'm looking for a more efficient way to create an area that is easily walkable.

    Currently, I use a 9 patch for the platform, with a stretched sprite working as collision buffers (the black lines).

    Is there an easier way to do this?

    Utilizing physics as I am, this is obviously an unwieldy way to make a traversable platform.

    http://imgur.com/9A5Kw4N