Mikal's Forum Posts

  • Thanks for the report, will review this and I filed the issue: github.com/gritsenko/c3_spine_plugin/issues/47

  • Thanks for the info, will work around it.

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  • A quick fix, try using classic mode rather than module mode for 'scripts'. This worked for me.

    Perhaps Eren can do a quick update to support scripts mode (things like globalThis for globals and const C3 = self.C3 at the top of the files that reference C3.)

  • I generally set scale to '1' and do not set aspect ratio, this feature was added by another developer and for me it does not work w/ my workflow.

    I use the normal ACEs for width and height to control the size of the Spine object when displayed at runtime. So, I do not need to control scale at runtime.

    If you find issues with setting scale to '1' and the image/character is clipping when animating, I add a transparent box in the Spine editor behind the character (use a small 10x10 pixel image as texture and stretch it cover the range of the animation in the Spine editor. Also center your character with that transparent box.) The size of this box defines the area that will be rendered, so make sure it's big enough to cover the range of animation.

    On the plugin web page I note this "Alternatively create a large transparent image in the Spine project behind your Spine character, this will can be used to set the bounding box size fot the C3 spine render." I think I'll elevate that to the recommended way rather than an alternate. Good luck with your work.

  • Yup you figured it out, nice work. Basically do not do any spine specific ACEs until the skeleton is loaded (there is a trigger and a boolean condition).When you are just getting started with this addon, I also recommend clicking the debug property and keep the dev console open to watch for warnings or errors.

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  • Is it possible to use modules (import, export) in C3 SDK addon external script files?

    Right now it does not seem possible, because the external script files are not referenced with the module type in the generated index.html? Is there a way to change this or a different external file dependency type to use?

    Also, I am not sure this is another problem, but in preview, it _seems_ like when trying import, the path may not be intercepted by the service worker to change to something appropriate for import/export (in the way that included C3 project JS scripts do?) Heavy speculation here. The reason I suspect this is I see different import/export error messages in preview compared to using HTML5 project (HTML5 project error is just related to script not having a module tag.)

    This is the error I get on preview:

    Uncaught TypeError: Failed to resolve module specifier "./spine-gl-cache.js". Invalid relative url or base scheme isn't hierarchical.

  • Is it possible to get the plugin version at runtime?

    Scenario is, dev has deployed and are not sure what version of a plugin was used in the deployment, to check open up console, where the plugin could report the version on load.

  • The plugin focuses on using skins for this type of variation. See the top part of the page for info on skins, also see and try the mix and match example C3 project on the C3 Spine plugin page.

    en.esotericsoftware.com/spine-examples-mix-and-match

    Do you have any example art to share - to show what you are animating It's always interesting to me to see what people are doing with this type of plugin!

  • Hi! Thanks for checking it out. I suggest asking this question over on the Spine forums, I think they'll have better answers. My experience is you would be changing skins, you can look at the MixAndMatch example listed in the Spine plugin page up top.

  • Releases:

    • 1.26.1 Return w/o JS error from Expression/Conditions if skeleton not loaded.
    • 1.26.0 Add per instance debug enable ACE, return w/o JS error from Actions if skeleton not loaded.
  • R0J0hound Great example, really smooth, looks great. I added a simple gradient overlay for another little bit of sense of depth. I really like this style of 2.5D using existing features. I imagine for C3, could also use Z elevation, but it may not add much or improve perf that much.

    It's also possible to do this 2.5D style project w/ my FQZ plugin, but I always like a plugin free method better!

  • LordKhaos Check out one of the plugin examples here:

    construct-static.com/articles/downloads/46217/c3-plugin-sdk-v1-8.zip

    For example, look in the drawing plugin c3runtime/instance.js and search for "Script interface." Let me know if you have further questions. Also, I'm always curious, what kind of plugin are you working on?