Squidget's Forum Posts

  • Also getting that error in the latest version.

    Just to note, I'm also still getting the issue I reported previously where the on_initialized event doesn't fire in some cases. That's using C2 r129. The issue seems to be somehow related to audio somehow, as playing certain music files at the start of the level causes it to happen consistently, while other audio files it doesn't happen at all. The .capx I sent you should still reproduce the issue, but I can send another if you need it for debugging.

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  • Found some more weird behavior today. It seems that if you play an animation to completion, the spriter object can't be repositioned after the animation has ended.

    A simple way to show this is to make a spriter object with a non-looping animation (like a jumping animation) and use an always event to set its position to a platforming hitbox. When the jumping animation reaches its last frame, the sprite will freeze in midair instead of following the hitbox as it should, until it starts playing another animation at which point it will snap back into place.

    Thanks for your continued work on this!

  • Sent you a .capx showing the problems I've been having.

    Also, less a bug report more of a question and/or feature request. Is there a way to get the name of the currently playing animation for the spriter object? When changing my existing sprite-based logic to use Spriter, I noticed that there doesn't seem to be one. That would be a pretty important addition when writing event logic around spriter objects.

  • *bump* So, is this still being worked on? It's better than it was, but still isn't really usable, so far I've encountered a couple of major bugs.

    Moving between layouts still seems to cause issues with initialization. I have several layouts and create an instance of the spriter object at the start of each layout. It works fine in the initial layout and at the start of the second entered layout, but after that the initialization stops functioning. The On Initialized event does not fire and the sprites do not become associated with the spriter object, meaning that they just float in a pile at the start of the level. Associating sprites with object types manually does not seem to work either.

    I'm also getting bugs with animation switching where certain parts of an animation won't be properly "cleaned up." For example, when switching from my jumping to my falling animation, a hand will be left floating in the air for a while. I think this is related to swapping out of parts (the 'hand' object within my sprite has several image states that it moves between) but the behavior that's in right now definitely seems buggy.

    Has anyone found workarounds to these issues? Are they known? Are there fixes coming?

  • Part of my level design is creating a lot of objects, and usually I want to create them with certain properties. For example, most of my terrain tiles have a physics behavior with Immovable set to Yes. However, whenever I create a new tile that tile starts with Immovable set to No, even though literally all of the other tiles have it set to Yes. I run into the same problem with certain parameters on other objects (for example, there's one object that all the instances have 50% opacity, but whenever I drag out a new one from the palette it starts at 100% opacity.)

    I can just set these all manually, but when I'm creating lots of objects it's annoying to do so. Is there a way to force the 'default' value for an object type? How is this done?

  • Agreed, this is very impressive. Thank you for the fast fixes, they are a huge help for our project. :)

  • Just tested it in my project. Flipping seems to work correctly now (or at least, the parts are lining up properly) but it's also introduced a new issue. When I actually scale my boned project each of the parts seems to scale 'twice.' For example, if I set my scaling to 0.2 the entire sprite and all the parts are scaled down to 0.2, and then the parts are scaled once again to 0.2 (making them 4% the original size.) This seems to happen even if the parts are not flipped.

  • Tested and these problems exist for me after saving in the latest version:

    Using Flip X or Flip Y in the scaling event still seems to distort the sprite for me. All of the parts rotate oddly around themselves and the sprite ends up a mess. I still haven't found a way to get mirroring to work as a result of this.

    I'm also getting some odd behavior with the sprite and moving between layouts. When I have a spriter file on multiple layouts, it seems to not associate the parts with the spriter file when moving from one layout to another. Here steps to reproduce:

    1. Create a new empty C2 project and import a spriter file.

    2. Add a second blank layout and put a copy of the spriter object on that layout (or create a copy at the start of the layout through events.)

    3. Add an event on layout 1 that moves to layout 2 when you press a key.

    On the first layout, the sprite plays and animates fine. On the second layout it just shows up as a pile of objects and doesn't animate at all. I'm guessing that the On Initialized event isn't firing somehow, and the sprites aren't getting associated with the SCML plugin as a result.

    Thanks as always for your work on this. :)

  • I was able to get my broken spriter file resolved, I think it was a filenaming issue. I'm still not able to get mirroring to work properly though. Setting the scale to a negative value will flip AND mirror the sprite (not what I want), while using the X and Y flipping in any combination seems to distort the animation and nothing more. Does anyone have any examples where they have gotten mirroring to work correctly? I am using a boned project if that helps.

  • The good news is that I'm able to import most boned projects now. Yay!

    I don't get the crash I did in the previous spriter version, but with one of my spriter files I simply get no actual sprite objects imported. The spriter file imports and creates the events and a folder/family for its sprite objects, but the sprite objects themselves don't appear, which means the animation won't run. The files are named in spriter and they're all in the same folder as the .scml file I'm importing.

    Edit: More testing. Creating a new project with bones seems to work, but importing one project I created in the previous version of spriter seems to get the above behavior, even if I open and save it with the new version. Some of my old projects import fine, but one still doesn't. Very strange.

    Another question - is there a way to mirror sprites in this version? I can flip and mirror them by setting the width to a negative value, but that mirrors them on the Y axis as well.

  • I'm currently getting a hard crash in C2 when trying to import a boned model. I've verified that all of the bones and png files are named and am using r119 and the 2/15 update for Spriter. Are there any issues I should be aware of that could cause this?

  • Hey all,

    Is there an accepted method for duplicating a HUD across multiple layouts?   Ideally the hud should show up on selected layouts without forcing me to recreate the objects individually each time, so changes that I make to the HUD will propagate.

    Searching seems not to find very much on this topic, a few people suggest using global objects created at runtime, but that seems to require that all layouts have the same layer setups. Different layouts might have different numbers of layers depending on what's in the level.

    This seems like a feature almost every game would need, so what obvious method to do it am I missing?

  • Armia - I appreciate the information, I have picked up C2 and I'm going to try prototyping the project in that. I would rather avoid issues like yours if I can. :)

    That said, am I right in thinking that this is currently the accepted/endorsed method for exporting an exe in C2? I ask because it seems like a very sketchy method for something so important, given the reliance on an external githhub project and a bunch of incomplete plugins. Playing around in the program I also can't find a way to do a lot of basic .exe functions (like closing the program on command.) So are .exes still basically unsupported, to the point where I'm going to regret using C2 for an .exe project?

  • What kinds of issues did you run into with your project? Did they come up when you had large numbers of textures loaded? Large numbers of events?

    I have looked over C2, but I am not sure I could convince the rest of my team to do a browser-based game even if I wanted too. Does C2 support large projects much better in its current incarnation, or is it just that its's still being supported so problems will eventually be fixed?

  • Hey all,

    I have been using CC to create small projects for a while and I am fairly comfortable with most of the objects and features. However, I'm now at the point where I'm looking at making a larger project, specifically an exploration platformer. I am looking for feedback for those who've worked on mid-large sized projects in the past - what kinds of pitfalls did you run into scaling Construct upwards, and what workarounds did you find?

    Specific concerns I have right now are that the game will feature a lot of high-rez images (backgrounds, sprite animations and the like) and a fairly large explorable map, about the size of Super Metroid. It should not need to do anything too complex beyond that, other than basic events and some particle/blending/lighting effects. I am not worried about it stressing CPUs too much, but I am worried about how best to organize such a project within Construct while keeping it as efficient as possible. Obviously I'll be using techniques like event pages and good commenting/object naming to keep things organized, but what can I do beyond that?

    One specific question that has come up: are there significant efficiency gains or losses in loading levels from a file as opposed to making each section of the game as a Layout in Construct? With one approach each 'level' would be a layout within Construct with transitions linking them together, while in the other there would be a single level layout and the content for each level would be loaded in when the player transitions. Can anyone who has used one approach or the other in a large project vouch for which is better, or what issues they ran into?

    Obviously some pretty general questions, but any experience you can share would be helpful.