UberLou's Recent Forum Activity

  • I've been using particles for FX and there are some additional settings that would make life much easier and particles look a lot better.

    1) Randomize the initial particle opacity

    2) Randomize the initial particle angle

    3) Randomize the timeout per particle. So all the particles don't fade out at the same time. Looks especially bad if you use one-shot.

    4) Timeout to destroy the particle emitter without destroying whatever particles are still on screen. Every particle emitter I make, I need to make the events: For each particle emitter, if number of particles = 0 -> destroy.

    If there's already a way to do these things, please let me know.

    Thanks!

  • tumira - I can't seem to find the post, but I thought I remember lucid saying the CocoonJS support was possible without XML.

  • Just wanted to show my support for Spriter. I've been using it on a pretty big Metroidvania game which is almost ready to show. There are some features missing like curves that will hopefully be implemented soon, but it is very capable software. I thought I read Spriter should work in CocoonJS soon too.

    Here are some images of my game from an old build. Hope to have some video soon so you can see how fluid Spriter animations are.

  • Add me to the list of people who would really like to see these features.

  • Even better. Thanks for the help!

  • Yeah that should work. But for ease of use, I think the default should just be a global change.

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  • Doesn't seem to work for me. I have one Spritefont object. At the title screen I set the character widths and they appear correctly. When I start playing the game and spawn a new Spritefont instance, I have to set the character widths again.

  • It would be helpful to have the "Set character width" action apply globally to the Sprite Font. Whenever I create new text, I have to set the character widths again. I can't think of a case where I wouldn't want it to be a global change.

    Thanks

  • Link to .capx file (required!):

    N\A

    Steps to reproduce:

    Alt scale any sprite

    Observed result:

    The sprite is scaled from the center and also activates the grid snapping override shortcut.

    Expected result:

    Normal scaling behavior, but with grid override like previous versions. There should be separate shortcuts for grid override and scale from center.

    Construct 2 version:

    r137

  • BluePhaze I think we hijacked this thread enough..haha. Email me lou at stealthfrogstudios.com. If you have an example file i could fix up that would make it much faster.

  • BluePhaze no oddness at all. The invisible sprite can be any size you want. I just spawn the sprite and Spriter object, set the Spriter object to the position I need it over the invisible sprite, then pin the Spriter object to the sprite. I do this when I'm not using Spriter too, it's just an easier way to control the collision box for me.

  • BluePhaze I just pin the Spriter object to an invisible sprite that serves as the collision box. I put the platform behavior, variables, etc on that invisible sprite too. I believe that's the the standard way to do it, and it's very precise.

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UberLou

Member since 4 Sep, 2008

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