Tobye's Forum Posts

  • RandomFellow - Yeah it would be great if you could! I myself won't be using spriter much, it will be for the other guys in the team. I need to program them all once they are in C2 though and be aware of its capabilities.

    So if you have an SVN I can give you the repository details to a test project (if not, here's the tutorial - it's very simple!). Then just try adding and altering a few bits here and there until it stops being awkward :)

    There are just some things that need clarity in order to be streamlined, such as naming conventions, how to let the artists alter in C2 easily and without conflicts, etc. I just want to really hit the ground running next year.

    You can PM me any questions or suggestions you have!

  • Hey guys,

    I just made a little RPG combat engine and wanted to see how to get a good workflow going. Just wanted to know if anyone out there uses Spriter and could give me a hand?

    This project is just a trial to see how well it works and I only need 3 rough characters, I am just trying to sort out workflow for when my team starts on it next year. So no pay available, but if it works alright you can join the rest of the team later. But mainly this is just a good little bit of teamwork experience.

  • System > Compare two values: distance(player.x,player.y,square.x,square.y) is less than 10 + is overlapping etc....

    Just make sure the compare condition is above the overlapping one, or it won't do anything ;) Also check your collisions in the debugger to get a good idea what's going on. You should always do this when adding/removing something that you expect to have an effect on the result, as the results may surprise you for better or worse!

  • Ashley - If you have multiple static variables with the same name, they appear as one in the debugger. Any chance of separating these into, say, 'localStaticVariable(A)' and 'localStaticVariable(B)'?

    It caused me a good deal of confusion today, as the one that it showed was the first occurrence of the variable, even though it was the latter version I was changing the values of.

  • - You emailed me about a fix I needed to do and said to reply with the new version. I did that a long time ago and still have no response from you. What should I do?

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  • Have you tried a combination of 'move at angle' and 'push out solid'? I think there are quite a few options for the direction pushing out and it works smoothly, so you may be able to achieve your desired result.

    I am also interested in this, so let me know if you find anything. I'll have a try myself later too.

  • lucid - sorry, my mistake. I didn't follow allll the instructions correctly <img src="smileys/smiley9.gif" border="0" align="middle" /> Just went and got the pro version anyway, this is a beastly addition to C2.

    EDIT: I tried it out on the Tizen IDE emulator just now though and nothing shows up at all :( Any ideas/plans about this?

  • lucid - It wouldn't import properly, but by following Roccino's instructions I could get it into the game. But when I start the game in preview I get this:

    Javascript error!Uncaught SyntaxError: Unexpected token <http://localhost:50000/, line 1 (col 0)This is either a bug in Construct 2 or a problem in a third party plugin or behavior - please report it to the developer!

    Followed by this:

    Javascript error!Uncaught TypeError: Cannot read property 'length' of nullhttp://localhost:50000/Spriter_plugin.js, line 1222 (col 14)This is either a bug in Construct 2 or a problem in a third party plugin or behavior - please report it to the developer!

    Any ideas? I followed all your instructions. I am using version 152 of C2.

  • lucid - This is a rad update! The new conditions really made my day. And of course a performance boost like that is just...wow.

  • I'm not sure exactly what you mean, but I'm quite sue it can be done ;)

    Normally you would do something like:

    On enemy destroyed: call function "enemyDestroyed" with the first parameter as the enemy.UID.

    Then in the function, pick enemy by UID and you can do whatever you like from there. Hope it helps! Feel free to ask if you have trouble.

  • blackhornet thanks, but I'm not trying to index with strings, I'm trying to index with the index of the string.

    This example pads out the X axis with more letters. As you can see, using that exact method it still chooses the correct position on the X axis. Now, try again but changing the index of Y to testArray.index(f.param(2)) - exactly as it is for X axis - and it no longer works.

    If I'm just not getting it, could you please show me an example? I have gone over it again after your comment and still I can't see the problem.

    EDIT: Oops, just read the manual more clearly. Index only works for X axis. Feeling silly! Sorry.

  • Hey all,

    I am having a headache with setting the Z axis in an array. The issue seems to be that it won't use a function parameter for a Y index, even though it works fine for X axis.

    Anyway if you just look at the capx you should see what I mean. Run in debug mode and watch the array contents.

    You will see that when trying to reference the Y axis through the parameter it does nothing, but change it to a 1, which is what it should be in the other case, and it works. I have been scratching my head on this for hours and just can't figure it out!

    It's only a very small a straight forward capx, so if you could take the time to put some eyes on it I'd be grateful. It's part of a much, much bigger system and this is the one piece that won't work. I hope I've just been staring at it too long and it's something obvious to a fresh face.

  • The trouble in the second example at it is that it runs the first event, which pauses the game and then sets the 'pausetime' to 0. Then it checks the condition of the second event which goes "Oh, 'pausetime' is 0, need to unpause!".

    Here's a capx with 2 different examples of how to get around this sort of issue. I would very much recommend you get used to using the 'else' condition - it will make life much easier when you start getting into some complicated picking later on!

  • I did this just the other day:

    Set speed to: (unit.speed/10)*(distance(leftMarkX,0,rightMarkX,0)/60)

    Sets the speed to a formula that means the UNIT SPEED DIVIDED BY 10 IS THE DELTA TIME to travel the distance. So, if the unit's speed is 600, it will take 1 second to reach its destination (600/10=60). 300 will take 2 seconds, 1200 half a second etc.

    Hope that helps!

    EDIT: Actually sorry, this is a little different, I wanted them to always take the same time to travel between points regardless of distance. Sorry for that, maybe you can still get some understanding from it though.

  • or instead

    ->Spriter.OnFrameTrigger = "name"

    Yes! I was actually just about to add that.