Zharzew's Forum Posts

  • It looks like rexrainbow released a new layouter plugin + behaviors that can do a lot of what is being asked for here. Has anyone tried using it instead of sprite font?

    scirra.com/forum/topic69032.html

  • It would be great if an official sprite font could work like the XNA Sprite Font (purple colored fixed width spaces in between each symbols / letters). This allows each font to be whatever width you want, and they will sit nicely next to one another, unlike monospaced.

    Examples: dudesknight.wordpress.com/2011/03/25/xna-custom-sprite-fonts

    BTW, This tool makes it really simple to create the fonts, and it exports to XNA, but sadly not monospaced font. Awesome stuff though. Very powerful. I have just been taking the generated sheet into GIMPShop and creating the monospaced sheets myself.

    nubik.com/SpriteFont

  • austin

    I am trying to get a second advertisement to show up in my game, but it refuses to. The first one works great. It shows and hides correctly everytime, but when I try to get a second to show up, it just doesn't work.

    The second ad is on a different layout and a different size, hence why I need a different one.

    Are there any known issues with showing more than one ad?

    If so, are there a work around? Or, am I just witnessing a bug?

    Thanks for any help!

  • linkman2004

    I just started using this plugin, as it does essentially what I was writing in code, but with simpler controls. One small feature that would be useful for me is in the 'Camera Follow' command. Right now you select the Object that you want it to follow, but I actually want to follow an Image Point that is offset from the Object. Can you add an optional 'Image Point' number to this command? Basically like the stock 'Set Position' command. Right now i have to hack in some stuff to check an object that I pin attach to the image point of my character.

    Thanks for the awesome plugin! It will make my life a little easier!

  • Ashley Yeah, I just checked my script, and found an error on my part. It is working the same as on PC. Thank you for your help. :)

  • lucid Sounds great. I can't wait to hear about your progress! :)

    Also, we need to get ludei to add support for Spriter using CocoonJS. I found some posts about it from back in November, and I assumed it was working by now. But, I just tested and it is not. :/   

    Hopefully Ashley and ludei can get all this sorted out, as I (and many others, I am sure) would love to use Spriter to create animations for our games (and Android / Ouya are targets for me). :)

  • lucid

    This is great. Thanks for your info!

    I had one more question, if you don't mind. What is the best way to update an animation once it is in Construct2? I thought updating the scml file and reloading Construct2 would 'update' it, but it didn't. Is there any way to do this? If not, there should be. A 'reload' animation button, or something similar, from within Construct2 would be awesome!

    Thanks again for your time! I promise to stop bothering you! :)

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  • lucid

    Yeah, just after I posted this message, I found another forum post that mentioned the 'dragging into Construct2' thing. This is nice, just not intuitive at first. That aside, there are two issues when importing the animations, and I was curious if there is a fix coming for them.

    1) All the pieces are all crammed together when imported. Can they be arranged similar to the first frame (or a pre-determined first frame of an animation)?

    2) All of the pieces are a child of an invisible container. Is it possible to have all the pieces move with the container? And, when you select anything in the container, it would select everything in it. Maybe this is something that should be added to containers in general, and should be a question for Ashley maybe? It might also help to have a way to place a sprite, or something, to represent the 'container' object. Being invisible is never good.

    The closer you can get this to work like normal 'sprites' the more powerful it will be. I tested and my animation worked in the game, but in the editor it is a bit of a mess, and not easy to work with. These two suggestions would help usability a lot!

    Awesome job! And keep up the great work! :)

  • lucid

    I purchased the pro version of Spriter last year, and have been waiting for C2 support to get there. I have figured out how to use Spriter, create animations, and save the.scml. The problem I am having is trying to get it into Construct. I can't find a tutorial here or on the Brash Monkey site to do that. I thought I could figure it out, but I am not getting expected results.

    I have loaded the scml plugin, placed a scml object, put the file path in the File property (btw, why isn't this a file browse button?)....nothing happens. Blank image, no animations, nothing.

    Am I missing something? A simple tutorial going over this would be great. i don't know where i am making a mistake, or what to expect. Thanks!

  • Ashley

    I tried the latest build of Construct2, and exported to CocoonJS, but the Save / Load issue is not acting the same as on PC. It appears as if it is trying to work, but all it does is restart the current layout when 'load' is used. :/

    It is definitely acting different from how it did last build. I have text on the screen that I print to show what state it is in (like in your tutorial). Before, it would state that there was 'NO SAVE GAME' when I would load, but now it says 'LOADED', which tells me that it thinks that it has loaded the save, even though it really has not.

    Any ideas?

  • That is great news. Thank you, Ashley.

  • Ashley ludei

    I love the new Load/Save system that you guys introduced recently. It does exactly what I need. I notice that it doesn't work with CocoonJS unfortunately. Are there any plans to get this working? This would be amazing! I am working on a game for Ouya / Android Phones, and a save system is very important. With this and some support for Ouya controllers (from Ludei) and I will be set! :) Thanks for any info!

  • Ashley or anyone else!

    So, I figured out how to make a Moving Platform block Bullets (it wasn't set to Solid...my bad...). But, this does not work with Jump Thru set. If Solid and Jump Thru are set, the player cannot jump thru (basically it acts just like Solid does). If only Jump Thru is set, the Bullets fly right through.

    What I am looking for is a way to get a platform to allow the player to Jump Thru, but also Block Bullets. Is this possible?

    Thanks for any help!

    Nick

  • I am working on a simple platform shooter (think Mega Man) and running into a slight problem with bullets.

    Is there a way to get a bullet (bounce off solids = yes) to collide with Moving Solids or Jump Thru solids?

    Currently, they just go right through both types, where I would expect them to bounce, like they do with normal solids. Am I missing something, or is it broken, or just not supported?

    Thanks for your help!

  • What would it take to get this behavior to work on Ouya / Android using CocoonJS?   Is there some support that Scirra would need to add or the CocoonJS guys?   I need to change colors of all of the sprites in my game depending on what area you are in (it has a very particular art style) and this looks like it would do exactly what i need. It just sounds like it doesn't work on mobile yet. :/