lucid's Recent Forum Activity

  • The C3 runtime version is now in beta:

    • Fixed a whole lot of bugs, freezes, general nonsense

    Download here

    This appears to be fully working with our Platformer Engine, which is is a pretty wide ranging test of many features. We will be marking this version stable after we fix any remaining issues the community finds in the next couple of weeks. Enjoy!

  • Thanks I had found the UpdateRender(), but hadn't seen the ZIndices one yet. Also you can do GetRuntime() instead of _runtime. I'm pending over whether to include them at all. They were to fix a bug that occurred in C2 and I'm not sure yet if they're needed in the C3 Runtime.

  • Not sure what's going on with the addon downloads, so I'll just dropbox it for now. Sorry for the inconvenience. Please download here

    and yes , as soon as we iron out the remaining bugs, I'll release as stable.

  • Hi everyone. Just an update on the status of the C3 runtime version of the addon. We're currently testing it. The runtimes have quite a few differences to take into consideration, so there may still be many issues we haven't found yet. If you want to help test it:

    This is not yet an officially supported build, and most likely still contains bugs. Please don't base your important game around this version of the plugin, and backup any projects before adding this to them. Report any bugs here, please. Thanks for your patience.

    download here

  • Eren - Thank you kindly

  • I found GetWorldInfo()._SetLayer() and GetWorldInfo()._SetZIndex(), but I was hoping there was an officially supported way. Also, I'm not sure how to get _SetZIndex() to do anything. Do I need to separately splice into layer instance arrays or anything like that? (Edit: it does work with splicing)

    I also see sprites still have the changeAnimFrame variable, but don't have C2 runtime's .doChangeAnimFrame() function. Is there an equivalent? (Edit: there is, as Erin pointed out below: _DoChangeAnimFrame())

    Tagged:

  • yes macube, you can find the private forums at the bottom of our forums for more info.

  • Hello everyone. There's an updated feature test of Spriter 2 as an alternate version for Spriter Pro owners on the Scirra store. This version includes an automatic updater/patcher so you won't need to download new versions from the store anymore.

    Here's a preview of some of the new stuff to test

  • Hello everyone. There's an updated feature test of Spriter 2 as an alternate version for Spriter Pro owners on the Scirra store. This version includes an automatic updater/patcher so you won't need to download new versions from the store anymore.

    Here's a preview of some of the new stuff to test

  • 1-12-2019

    • fixed a bug that made it so the plugin would continue attempting to load a file while a load was already in progress (with Cordova exports)
    • fixed a bug where changing layouts to one where the project was already cached could cause it to ignore the 'starting animation' property and default to the first animation in the entity instead
  • 1-12-2019

    • fixed a bug that made it so the plugin would continue attempting to load a file while a load was already in progress (with Cordova exports)
    • fixed a bug where changing layouts to one where the project was already cached could cause it to ignore the 'starting animation' property and default to the first animation in the entity instead
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  • Anonnymitet and everyone - new version:

    1-10-2019

    • Fixed a bug that prevented the plugin from initializing on Cordova iOS builds

    Thanks again to chadorireborn and Ashley for their help getting this working.

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lucid

Member since 16 Jan, 2009

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