Mike at BrashMonkey's Forum Posts

  • Hey Mike,

    please report back if everything is working out! Also i have double the love for you and Ed!

    Will do. It might take me a few days before I get a chance to test it, because the project which needs it is also using some other plug-ins which do not exist on C3, so I need to remove those dependencies as well before I can import and run the game.

  • Hello Mike,

    i have converted it to c3 with the addon converter.

    I hope everything works out and you can use it.

    I love spriter and i hope you keep up the good work!

    https://www.dropbox.com/s/iuc49ryrqadhd11/nesify_c3a.zip?dl=1

    Awesome! Thanks very much totoe! I really appreciate it!I'll pass the Spriter love onto Edgar (Spriter's programemr who's hard at work with Spriter 2)

  • > Hi Gigatron,

    > Any chance of porting this effect to work on Construct3? I'm trying to migrate my project to c3.

    I don't think so, Gigatron said they aren't developing anything for Construct 3.

    thanks for the info. Hopefully I can find someone who can port it for me.

  • I am creating Animation on any key pressed but while animation is playing then i don't want to create that animations on key pressed.

    Maybe the word "create" is being picked my a translation tool? 'Create' is a bit odd and I would take that to mean you want to switch from one animation to another when a button is pressed.

    so is it always set to the same animation and you want it to eithe be stuck at it's last frame or to replay the animation from the start once a button is pressed?

    If so, you don't need to check for the animation name, just check for either its frame or it's playback speed ratio or it's position in fractions of a second in the animation.

    If you are changing from one animation to another then it doesn't matter if the animation is stopped or paused, it's either one animation with one name or another animation with another name.

    I don't think we'll understand each other unless you send me the construct file for me to look at.

  • No "Compare animation" is not same as "is Playing"

    "Compare animation" checks for current Animation name and "is Playing" checks for status of animation about that is playing or not () active or not.

    EDIT: OH, after posting, I realized maybe you want the object to always be set to the same animation, but play once after a button is pressed, and then go back to the first frame and stop until the button is pressed again?

    For that you can just check the spriter objects playback ratio or set it to paused or unpaused instead of "stopped" or not.

    The problem mentioned (not to allow button mashing to continue re-starting the animation) doesn't care if the animation is paused or not, so I don't understand what you're after.

    The logic you requested is the same, no matter if the animation is set but not playing or set and playing back at any particular speed.

    Is there more to what you need that I don't understand, or do I totally misunderstand the problem you are trying to resolve?

  • Yes i do use variables, but mostly i use wait "(animation time)" seconds. But i am saying something like this image.

    I'm not sure what you're asking now. Are you confused because the wording is different between the Spriter plugin and Construct sprites? They are functionally the same.

    Compare animation (checking the name of the current animation) is the same as "is playing"< which is also just checking the name of the animation which is playing.

  • but it only checks for "Animation Name"

    I'm trying to do is On any key pressed play "this" animation. but what if we pressing key continuously. So i want to add another condition When "this" animation is not playing.

    Animation name is testing if that animation is playing at that moment, and if you invert/negate the event after creating it, then it tests for the reverse, IE "is this animation NOT playing".

    For example, you want pressing a button to trigger a punch animation:

    upon button pressed

    Is player animation "punch" (NEGATED)

    Then play the punch animation.

    This is the basics, BUT for complex characters you likely want to learn how to use a variable as a simple 'state machine'. I always create a variable called "stuck in move", and treat a value of zero to mean they are not stuck in a move, and 1 to mean they are stuck in a move.

    Then I set stuck in move to 1 whenever I trigger a special animation like punch, and then have an event that turns "stuck in move" back to zero when those animations finish. Otherwise you are going to end up needing to check if lots of different animations are not playing all over your 'code'.

  • there is no "is playing" condition in Spriter plugin

  • lucid

    How do i check if animation is not playing in condition?

    I think you check if it IS playing and then negate the event.

  • I found the cause and the work around.

    I'm not sure which of these actions caused the crash, but this used to be an "On start of layout" event, and I switched it to wait until after 0.5 seconds have passed.

    So apparently (my guess is) one of these events at start of layout tries to access or control something that might not exist at start of frame.

  • Hi everyone.

    I made a simple app which uses a few basic NW.js features and export it via NW.js export and it runs great once it starts up, BUT I always have to try starting it 2 or 3 times... the first 1 or 2 or 3 times it always crashes immediately upon opening.

    Has anyone else ever run into this?

    Tagged:

  • Hi Gigatron,

    Any chance of porting this effect to work on Construct3? I'm trying to migrate my project to c3.

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  • Number of bones does matter, but the biggest potential performance hit is the risk of using needlessly large images in the Spriter file. If you import your character or other spriter made object and you have to reduce it via an action to a smaller scale then I highly recommend you use Spriter Pros's "create scaled clone of entire project" feature to make the actual Spriter project and it's images the actual size you need. Also, if you don't want or need to add special blending effects to individual body parts, then importing and setting the Spriter object to use the draw-self mode also helps performance.

    Aside from that, the best advice for any game development in general, regardless of the authoring system or plug-ins you're using, is to test and bench-mark very often, on the actual weakest target device/platform, especially just after adding any big new object, feature etc, and after adding and using any new plug-in. By 'bench-mark' I mean, once you're adding Spriter objects, add an FPS counter on screen and make temporary events that create another Spriter object instance on screen and see how many you can get on screen before the frame rate drops too low.

    Thanks for the quick fixes. I love spriter very much and believe that spriter 2 will be even better. I understand that you have a small team, but I want to ask you to release a short article on how to properly configure animation in the spriter. I would like to learn more about how it all works. For example, what to avoid when creating animations for mobile devices in order to save CPU and GPU on mobile devices. (Does the number of bones affect performance) Ashley once did this very well with the construct 3 example construct.net/en/make-games/manuals/construct-3/tips-and-guides/performance-tips.

    lucid If it's not difficult for you, make this tutorial for Spriter, it will help you avoid making errors that affect performance when creating animations.

  • hello,

    I set up player time scale to be 0.5.

    I want to be able to check in expression player.timescale.

    How do I do that?

    Thanks

    I know this is an ancient post, but did you find a solution for this, or did you need to do a work-around like creating a variable in the objects and manually setting that to match their time-scale when you set their time-scale etc?

  • Install this plugin:

    https://www.dropbox.com/s/g5d6kvr51g8nfpd/cocoonjsads.zip?dl=0

    Then open the project, remove all references to this plugin from all events, and remove the plugin.

    Thanks. Luckily for me I found an alternate save of my app that didn't use the plugin. I didn't try with your provided version of the plug-in, but I may if this alternate version of my project turns out to be somehow incomplete or something like that.