TheWyrm's Forum Posts

  • Use "system -> every tick" then under that do:

    "boulder -> rotate clockwise -> 1"

    "boulder -> set x -> boulder.x+1"

  • Just use "System > Every second" action to spawn in your bullet.

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  • You could just do it with a particle effect. You'll need to adjust the rate to get the best look/performance.

  • I just notice you said you are building using "Legacy Hybrid Mobile App Platform". I don't think that even gets updates anymore.

    You should use the Cordova iOS build as that is still maintained. You should always make sure you're using the latest stable version of C2 and the Intel XDK.

  • Errors or warnings? All that has happened is that apple have updated things for the 6th generation. So you'll have to wait for updates. If you have warnings they can be ignored.

  • Problem Description

    Sound plays when 'pause on unfocus' is set to yes when the game launches minimized. Whereas things like moving a sprite is paused.

    Attach a Capx

    Done

    Description of Capx

    Plays a sound at startup.

    Adds 1 to sprite.x every tick.

    Pause on unfocus set to yes.

    Steps to Reproduce Bug

    • Step 1 - Run game using preview platform Chrome.
    • Step 2 - Minimize Chrome.
    • Step 3 - Run game again. As it is already running it will reuse the tab in chrome but will also be minimized.
    • Step 4 - Listen to start up sound being played despite being paused.
    • Step 5 - Maximize Chrome and observe game resume with no start up sound.

    Observed Result

    Start up sound is played despite the game being paused. So when returning to game no sound is played.

    Expected Result

    I expect the start up sound to only play when Chrome is maximised/back in focus.

    Affected Browsers

    • Chrome

    Operating System and Service Pack

    Windows 8.1 64bit

    Construct 2 Version ID

    184 - 64bit

  • lucid

    [quote:739luo2n][quote:739luo2n]Make sure your events to set the sprite to a position are somewhere where they will be fired upon the layout restarted. If you'd like, you can send a capx to explaining how to quickly reproduce the problem.

    I have not investigated it fully yet, but since I was listing stuff I thought I would just include it. I'll take a look tomorrow and if it is truely a Spriter issue I'll send you an e-mail.

    Ok, I kind of know the problem. The sprite that I attach the spriter object to has a physics behavior on it. So should fall to the floor like it does the first time I run it. When I restart the layout it just ignores the physics behavior and walks in thin air (checks if walking animation is playing and adds or subtracts depending on the walk direction). So it basically wasn't resetting the animation that is specified in the spriter object. So to fix it I had to set it to use the correct animation on the start of the layout.

  • lucid

    [quote:3c9ionu0]The sound playback rate? There isn't a sound playback rate option in Spriter or the C2 plugin, I'm not sure what you mean.

    I was talking about the official C2 audio object. Since I added the spiter plugin I seem to be having issues with sound being played using the audio object but mystery solved I changed my preview platform to IE when I normally use chrome. DOH!

    [quote:3c9ionu0]In the plugin? You say now, did they not before?

    Before I added the spriter plugin and imported my spriter files all audio was working correctly, but as I said above it was the preview platform.

    [quote:3c9ionu0]The sprite origin should be set to where you want the origin from Spriter to appear(the crosshair in the canvas in Spriter)

    Sure but in your video you create the GreyGuy stood on the origin. IIRC you then set the spriter object to the x and Y of the player sprite. Which should make it look the GreyGuy is floating above the ground, but for some reason in your video he appears correctly. So I assume you changed the origin in the player sprite before recording the video? That maybe confusing to some users at first when learning from the tutorials.

    [quote:3c9ionu0]Thank you, fixed.

    No problem.

    [quote:3c9ionu0]I'm not sure what you mean. The scml plugin shouldn't affect you getting the proper origin from the component sprites.

    So what i had created was an aim animation. Gun pointing to ground. Then straight ahead. Then pointing directly up. Then I get the angle between the robot and player and set the current time as a ratio in the aim animation so that I could point the gun at the player. I then told the gun to spawn a bullet every tick. The bullet is a sprite using the bullet behavior, which is set to the same angle.

    Despite the gun being in the right place and the bullet moving at the right angle the bullet was spawning at the origin from the first frame of the animation.

    To fix it I set another sprite to the guns x and y every tick. Then spawned the bullet from the new object.

    I'm not sure if that was C2 issue or a Spriter issue, but I thought I would mention it none the less.

    [quote:3c9ionu0]Make sure your events to set the sprite to a position are somewhere where they will be fired upon the layout restarted. If you'd like, you can send a capx to explaining how to quickly reproduce the problem.

    I have not investigated it fully yet, but since I was listing stuff I thought I would just include it. I'll take a look tomorrow and if it is truely a Spriter issue I'll send you an e-mail.

    [quote:3c9ionu0]If you mean move the origin within Spriter, you can do this by holding the 'm' key and clicking and dragging the background. There will be a more obvious way to do this in the ui in a future version.

    Awesome.

    [quote:3c9ionu0]Pressing 'z' lets you select all of a bones children. The pro-version lets you right click and hide selected items.

    Awesome again.

    [quote:3c9ionu0]if you select items, and hold control and then click to make a change (like click to drag to a new position, click to begin an angle change or ik chain movement, etc) it will create a clone of the objects and apply to the new objects instead. Due to the complexity of all the parenting operations involved in the cloning it may take a moment or two before the clone takes effect. We will optimize this in future versions.

    Awesome thrice in a row.

  • Mayfly Thanks! That's great to hear.

  • FGLmatt please include a disable option in your plugin so we don't have to branch our projects for other platforms. FGL brings up a debug menu when the game is run. Which is only useful for builds aimed at FGL. Which means I have to have two projects which I have to make identical changes to maintain.

  • lucid Thanks.

    So it's probably best to report my issues.

    I'm having issues with my sounds now that I'm using your plugin. I just updated the plugin as I saw you just fixed some sound bugs, but still have problems (not sure why I would be having sound problems???)

    -If I set a sound playback rate to something like 0.25 it doesn't apply it first time. Then when it does apply it doesn't sound right.

    -Looping sounds now seem to have a bit of gap between them.

    -If you follow your video tutorial exactly you will find that the spriter animation wont be running on the ground, but above the sprites origin. Which I think is fine and makes more sense, but may confuse people.

    -In your plugin tutorial you say 'Then go to the frame you'd like to import your Spriter file to'. The word frame should really be layout as I didnt understand what you meant until I watched the video.

    -If I set a sprite position to the origin of one of the child sprites of the spriter animation in C2 it can position them at the origins position on the first frame. See comical screenshot below.

    -When I restart the layout within game the sprite seems to displace from its original position.

    On a side note after working with spriter I think the following would be useful.

    -Being able to reset the origin.

    -Being able to individually hide and show bones including their children.

    -Being able to duplicate a branch of bones and children.

  • I'm using spriter too for my robots. I've found a few weird issues but managed to find work around on my own to get them up and running. Thanks for a great tool.

  • That sounds pretty cool. I'll look into that at some point.

    Ashley Cheers for the info.

    I'll give it a go at some point when I get a break in my present project. I have idea I want to try out.

  • Your capx got removed

  • ok, I fixed it for you.

    The shadow does not use alpha it uses the the sprites collision polygon. So when in the sprite editor you need click on the 'Set collision polygon' tool icon, then for each animation frame you need to right click on your sprite and select 'Guess polygon shape'