maranpis's Forum Posts

  • A capx for running some tests would be nice. Is it possible to share one?

    Cheers.

    Try adding debug output ("Browser->Log") to these events, to make sure they are triggered at the right moment.

    If they are triggered, then maybe your rolling animation gets overridden by a different animation - idle, walking, running etc.

    Hello guys and thank you for your answers, sorry for the delay i was trying to find out how to solve the problem and i finally found it

    Rolling affects to idle

    and running animations

    so the rolling event works like this:

  • Hello guys i have set differents codes for the player rolling when he hits the ground in a long fall.

    But none of the codes are working (i'm using spriter animations) ¿What I'm doing wrong?

    First code: IF the player have landed and is overlapping the rolling zone make this actions and set once the rolling animation.

    Second code: If the player collides with the ground and is overlapping the rolling zone make this actions and set once the rolling animation.

    Third code with boolean:

    thanks for your help

  • maranpis

    If you do "Set Platform vector Y to 0" that stops a jump, it might work here if you add that just before you disable the Platform behaviour.

    thanks for your answer OddConfection, it works

  • There was a very similar post, where character was climbing something, at the end of the climb it was a fraction of a pixel lower than the floor level, which caused it to bounce up and jumping/falling animation was triggered for a very short time.

    It may be something similar in your case - character is either a bit higher or a bit lower than the floor at the end of the climb.

    You can add some debug output (Browser->Log) to your events to check Player1 coordinates at the end of the climb, at the beginning and end of falling/jumping animation etc. This should tell you what's going on.

    Or you can simply add a short cool-off time after the climb, something like 0.2s, during which ignore jumping/falling events.

    dop2000 thanks a lot! if i add -0.6 to the Ywallpoint where the playermask goes it works!

    You are awesome!

  • Hello guys first you can watch the video and see what is happening:

    As you can see when the player reachs the top for some reason the jump animation is triggered for a short time and I don't have any idea about how to fix this, here you have my code:

    [/url I'm not sure but i think the problem is enabling and disabling the platform behaviour but at this point I'm not sure. Any ideas?
  • Hello guys i recently have a problem with disabling and enabling the platform behaviour:

    let me explain to you what i'm doing:

    1 (On jump) I disable the platform behaviour for the player.

    2 When the platform behaviour is disable, in the debug layout the animation mode still being "jumping".

    3 Now I use the behaviour moveto to move the player to another point

    4When I set the player platform behaviour to "enable", because it's still have the animation mode

    in "jumping", the player for a fraction of a second makes the "jumping animation" before going to "stopped".

    So my question is how can I change the animation mode to stopped or change the jumping mode when i'm moving the player?

    thanks guys

  • so it's my monitor... you are right

    thanks for the image.

  • I don't see any ghosting either.

    Maybe you have motion blur enabled somewhere in your video card settings?

    you don't see any blurring? that's weird

  • What do you mean by ghosting? Looks fine to me. Unless you mean that he's grey.

    I see him falling on startup. Not from the very top, but maybe from the middle.

    No idea about the music.

    It will be easier to troubleshoot if we can see your capx.

    hello oosyrag

    I mean blurriness when the avatar moves.The refresh rate of the pixels of the screen that are so enough that you see a trail behind something that moves. Do you see it?

  • Hello guys i upload a prototype in scirra arcade to test the animations and i found that the avatar is ghosting when he moves...

    https://www.scirra.com/arcade/other-games/animation-prototype-22435

    I have 3 questions about this prototype:

    1) How can I prevent the avatar images from Ghosting?

    2) In C2 the avatar fall down from the sky and land but in scirra arcade it's just simply appear. Does anyone know why is this happening?

    3) If i load the game in chrome the music doesn't play but in microsoft it does. Why Is This Happening?

    thanks a lot for your answers

  • Indeed, if you directly bought a C3 license, you do not have the C2 license for free. The offer only works for those who knew about C2 before C3 and knew that buying a C2 license would provide a year of C3 subscription.

    The draw API is a part of the C3 SDK that is to be developed, allowing third-part addons to make draw calls from their addons and take over the canvas in order to draw themselves directly in.

    That's what the Spine team is waiting for before porting their addon to C3 as well as a few of other addons, as already mentioned.

    thanks Kyatric! that's huge! what a combination! C3+spine can't wait!

  • maranpis

    I think I'm missing something here that I didn't understand properly but isn't that when you by C2 license after that C3 was announced you get the one Year free for C3? I'm asking because you saying you have the C3 license already so if you have that you should have the license for C2 and the only one you would have to pay every year is the c3 having the c2 forever unless I'm missing something, it looks to me like you should have both licenses therefor you will have both options to use and test.

    does this what I wrote make any sense to you? I know probably you have a good reason for that but I thought to commented just in case you overlooked it

    I only have the C3 license and as far as i know i can only have the C3. If you have the license for the C2 you can have a a free license year with the C3 but if you have the C3 you can't have the C2 for free ¿am I right?

  • > Hello guys I'm planning how can I develop my game properly and I don't know at this point what to do:

    >

    > I want to add Spine animations to my game in C3, but at the moment this is not possible.

    >

    > So ¿What are the options?

    >

    > 1. Buy Construct 2 and use the spine plugin (It seems it doesn't work too well based in reviews) and wait until they release a Spine plugin for C3, and then export the project and keep working on it.

    > Cons: Need to buy Construct 2 (having already C3) and I don’t know when the spine plugin for C3 will be released.

    >

    > 2. Buy construct 2 and Spriter. Start to make the game and then export the project to C3 when there is a plugin.

    > Cons: Need to buy Construct 2 and Spriter. I have never used spriter. I don’t know when the spriter plugin for c3 will be released.

    >

    > 3.Use another game engine that has spine better integrated.

    > Cons: programming won’t be as intuitive as C2/C3.

    >

    > What are your suggestions? Are there any other options?

    > Thanks for your answers it will help to solve this important question.

    >

    I don’t know if this is an option, but is it possible to put the game on hold until the C3 screen draw API is released? It will be made available eventually, as there are a huge number of plugins that require it.

    Hello cjbruce excuse me for my ignorance but what the C3 screen draw API is about?

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  • I had a feeling that was something you wanted to do. It's possible to do with sprite frames (especially if you treat the legs as one object and the top torso as another for example) but does mean a lot of brute-force generation of sprites.

    yeah I was trying this afternoon to implement spriter animations in C2 and both works at the moment pretty decent.The blending is smooth and there is a lot of room to play and experiment with.

    but the thing is that i have to buy spriter and C2 having C3 if i want to start my project now!

  • I think maybe your best bet (if you want to stick with Construct) is make animations in spriter or spine and then export still frames / spritesheets?

    It's not ideal for the work load you do as a developer, but you will have better performance since animations of each tiny part don't need to be calculated in real time that way anymore.

    thanks for your answer Jayjay. One of the reasons i would like to use Spine/Spritter is for Blending Animations.

    I tried exporting frame by frame but I didn't get any good results