Mikal's Forum Posts

  • I noticed that there are some sample files in the early part of this message thread, and that's exactly the sort of thing I need to find. Unfortunately, those links are no longer functional.

    I have a simple example, but Magistross does not want us to post them. (Rightly so, because it would give away his template.)

    In the example, I started with the demo, I stripped away all the unneeded utility objects and events, created 3 buttons on the layout to call different dialogues, I added events to load the example dictionary and some events for UI controls for the dialogues when they are in progress, the UI controls are simple, not foolproof, but they work with mouse and keyboard. Pretty simple. I think you can get it from this example.

    Also see the 'cheat sheet' post in this thread that I did about the commands for the dialogues.

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  • Has there been progress on supporting FFD/Mesh for the Spriter/Spine style plugins in the C3 Drawing SDK? Any comment on possible ETA?

    I would like to use the FFD/Mesh animation directly, I am currently exporting a very large spritesheet to integrate into my game rather than using a plugin.

    Ashley badlogic lucid

  • A quick tip for converting C2 -> C3 plugins that use project files. This is from another comment, which I can't find right now, but it helped to convert the flodjs plugin.

    Replace requested file in C2 code with this.runtime.getLocalFileUrl(<target>)

    Example:

    Original

            if(typeof(AudioContext) != 'undefined'){
                            var fetch = new XMLHttpRequest();
                            fetch.open('GET', zic);
    
    [/code:10uz1jse]
    New:
    [code:10uz1jse]
            var urlToRequest = this.runtime.getLocalFileUrl(zic);
            if(typeof(AudioContext) != 'undefined'){
                            var fetch = new XMLHttpRequest();
                            fetch.open('GET', urlToRequest);[/code:10uz1jse]
  • Mikal Seems to be working! Thank you very much!

    Cool, now I'm starting to get addicted to listening to all that different chiptune music... I'll look for your retro shooter when you start sharing more on it.

  • Could someone convert this flodjs plugin?

    https://www.scirra.com/forum/span-class-posthilit-flodjs-span-plugin_p911465?#p911465

    I'm working on a retro shoot'em up for airconsole and I would like to have authentic mod tunes spicing up the mood.

    Just did an autoconvert using blackhornet's converter and then a couple manual changes to deal with grabbing files in C3 vs C2:

    in runtime.js:

    //			case 0: flod_type="YM";flod = new music("YM");break; // removed From Base Source not needed now GTR
    //			case 1: flod_type="FLOD";flod = new music("FLOD");break;
    			case 0: flod_type="YM";flod = new music("YM",this.runtime);break; // removed From Base Source not needed now GTR
    			case 1: flod_type="FLOD";flod = new music("FLOD", this.runtime);break;[/code:fx9tuk7w]
    
    in codef_music.js:
    [code:fx9tuk7w]function music(type,runtimePass){
    this.runtime = runtimePass;
    		  var urlToRequest = this.runtime.getLocalFileUrl(zic);
    		  if(typeof(AudioContext) != 'undefined'){
                            var fetch = new XMLHttpRequest();
                            fetch.open('GET', urlToRequest);
    [/code:fx9tuk7w]
    
    I'd like a better way to access runtime.getLocalFileUrl() in the other file/function, but passing through runtime as a separate parameter seemed to work.
    
    I got the demo flod.capx to work in C3, using this, try it out, no guarantees, but good luck and let me know how it goes.
    
    [url=https://kindeyegames.com/forumfiles/flodjs.c3addon]flodjs.c3addon[/url]
  • The Lumen flies Easter egg and deployment at the start of the Boss fight are great, really nice call back to earlier parts of the game.

  • Still thinking about the state machines and decided to put it on hold as I check out some tools:

    I am now looking at ChatMapper and Articy Draft.

    They are both narrative game making / dialogue tools, I saw Articy on 's cool devlog and the from looking at competition with that saw ChatMapper (I think the Tokyo Dark team used ChatMapper, I think I saw it in one of their dev pictures.) I want to explore them both a little, so I can think about how to use exported data from the tool to generate dialogue trees and state machines that I can easily integrate.

    WIP Splash Screnn (with working title, still deciding on title for the game). Need to blend / unify the different elements more, add some some more juice and effects (e.g. slideshow background to different scenes.)

    Rabbit art from LadyFizi who graciously allowed me use it (LadyFizi Deviantart)

  • Nicety done, I like the police light hints, it's a good touch. Good luck it with it! I played for a little bit and then... tanks! Haha, nice little twist. Very clean art and good sound fx.

  • I shall take advantage of that and answer you here

    Great, thanks for the pointer. Wonderful devlog and I am digging your game. I want to discuss more about it, but I'll continue the thread over on your devlog on in another thread here.

  • I've been asking for that for months, and they say nothing.

    An answer of sorts here.

    Summary: after beta, in desktop version, with folders instead of c3p/zip file.

  • Updated version to 1.1 (fixes some C2 compatability with c2ids.)

  • Mikal

    Updated in 1.0.0.14.

    Great, tested, worked, thanks. Updating NormalMapExt.c3addon

  • Mikal

    I believe I caught this late. Was updated in 1.0.0.13.

    Thanks for the reply. I just downloaded the latest again (1.0.0.13) and tried again, same results, there are still non-alpha characters in the c2id, which need to be removed.

    Snip from addon.json (see '(' and ')' still included in some of the c2id.

                   {
                            "id": "light-zposition",
                            "c2id": "light-zposition",
                            "type": "float",
                            "initial-value": 0.02,
                            "uniform": "posZ"
                    },
                    {
                            "id": "color-(red)",
                            "c2id": "color-(red)",
                            "type": "float",
                            "initial-value": 1,
                            "uniform": "colorR"
                    },
    [/code:d6ukyrcw]
  • Working on the dialogue flow since there's a lot of crap to link together.

    If certain quest have been finished the NPCs react differently.

    Mikal i love the flaming bunny can his fur get scorched too?

    Yah! I'm with you, I am working on a simple scorched fur animation overlay which I can change the opacity of over time/burning.

    What are you using for the Dialogue flow, I'm looking for something like that, looks very cool.

  • Got some feedback from Ashley on an issue with c2ids and transferring over a C2 *.capx with a new effect (though maybe this applies to other plugins. This at least applies to parameters in effects files (I found the issue when porting over Extended Normal Map.)

    blackhornet, it would be great if you could update the converter with the below in mind:

    Ashley:

    [quote:u9zfv2db]Well, it turns out it's actually C2 itself that strips non-alphanumeric characters when saving to the project, so the C2 XML file ends up with an ID like "ambient-green". C3 will import based on this ID. It's easy to fix, because it tells you the ID it's looking for ("ambient-green") so all you need to do is change the "c2id" to "ambient-green" and it will look up correctly.

    We can't fix how C2 saves projects at this point, so closing as won't fix - just filter those characters out from your c2ids as well.

    My original comment on this:

    [quote:u9zfv2db]When I copied over the original example *.capx, C3 'compat' complained in the Chrome console that certain parameters could not be set. Interestingly enough (and this is probably a clue Ashley , the parameters that were not set contained non-alpha characters in their IDs, for example: "Light2 Ambient (Green)". After I corrected the parameters that were not copied and ran C2 and C3 side by side, the effect looks the same in each. Obviously experimental, but feel free to try it.