Mikal's Forum Posts

  • Sorry, I don't want to release the full project.

    If you post your project, I can see if I or someone else can help with it.

  • The big thing to understand with this plugin is that everything is rendered by Spine to a Sprite texture with a fixed resolution. C3 then renders that Sprite texture to the layout. Spine is not rendering to the full layout. So any changes for bone control are relative to the Sprite texture space (think of it as a small local layout.) To translate that we need to figure out where the mouse is relative to the rendered sprite in the C3 layout and that's what the equations in the project do.

  • You are welcome! See the plugin page for a new project I just added for bone control.

  • I definitely have not used that in quite a while! I would recommend Playfab instead of Gamesparks and use Chadori's Playfab plugins.

    That being said, my quick guess would be to _not_ use worker mode and to use classic script mode instead of module mode.

  • Updates!

    Bone control ACEs:

    Recent updates:

    - 1.36.1 setTracksListner guard clause (do not crash if skeleton is not initialized or removed.)

    - 1.36.0 Init refactor (internal clean up)

    - 1.35.0 Fix current time event regression, no apply() in setAnimation (save some CPU)

    - 1.34.2 Fix bbox ACEs w/ flipped animation

    - 1.34.1 bone control optimization, repeated init bug fix.

    - 1.34.0 Add ACE for render quality control

    - 1.33.1 Add render once for Bone control actions

    - 1.33.0 Bonce control Conditions and Expressions

    - 1.32.0 Bone control Actions

    - 1.31.0 Add gl parameter cache for future optimization to not get gl state parameters every tick.

    - 1.30.1 Disable idle animation updates (via debug variable control, set 'reduceAnimation' to 'enable'.

    - 1.27.3 Correct idle and offscreen detection

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  • wertt22, which blending degree do you mean by blending constraint? Can you please point to a Spine web page describing what you would like to change?

    Also - I think you probably already know - bone control and mirror flip have been released in the plugin.

  • Eren - thanks, this was my user error, I got hit by the dreaded 'bundle addons' issue with one of my old projects (before I learned never to use that setting!)

    Thanks for the update, it works!

  • Thanks or the update Eren.

    The update did not work (please also update the version number with changes e.g. 1.4.1 instead of 1.4.0 .)

    I think you might need globalThis.EasyStar = Easystar in the Easystar.js and then when referenced in other files, need something like const Easystar = globalThis.Easystar.

    Here's the error:

  • 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.