JarrydHuntley's Recent Forum Activity

  • Ah, good call! I'll give that a try as well. Thanks!

  • Hello

    I have a couple of compound physics characters in my game. I want to trigger collisions only on or between certain frames of animation. I know the simplest approach would be to have collisions disable and when the animation hit certain frames enable then disable it. Are there any problems with this approach?

    Another solution I thought of was instead spawning a dedicated collision object and pinning it when the character reaches reaches a certain frame.

    Any advantages to rather approach? And other ways oh handling it?

    Thanks!!

  • Hello ASHLEY. Any plans to support the official Web MIDI API: http://www.engadget.com/2015/05/20/chrome-midi-support/?

    I'm not asking for an ETA, just whether if it's planned for the future on your infamous feature request list.

    Thanks much.

    Edit: CRAP! Sorry for necroing such an old topic. Surprised they don't auto lock after a year or so.

  • Ah, good call!

  • I'm interested whether there are any plans to rewrite this plugin since Chrome now has official MIDI support via Web MIDI: http://www.engadget.com/2015/05/20/chrome-midi-support/

  • vybr Kinda. The functionality works just the same as "scale outer" which C@ obviously has. The interface I posted just has a easy visual guide to help with designing and figuring out how things will look visually.

    So yes, but without that same guide.

  • I hate to be the "How bout this?" person but I think this is one of the most clever systems.

    In Fungus -a Unity 2D framework- they have a 4:3 in a 16:9 view! That way you can easily compare the viewport of both aspect ratios. .

    Between both of these it handles 90%+ of mobile devices( with a tiny bit of wiggle room).

    I'm not suggesting adding it into base C2 since I'm already working on implementing it myself. But I just thought I'd throw it out there as a solution for others. If I get it working I may post a tutorial one those are opened back up.

  • Hey I'm not sure if they rex_firebase_query is working correctly. I have all the plugins installed and I'm just getting the following warning in the console log:

    "FIREBASE WARNING: Using an unspecified index. Consider adding ".indexOn": "height" at / to your security rules for better performance."

    Not sure if I missed something since this is all new. Thanks!

  • Awesome! Thanks tarik00555! That's kinda what I've done in the past. It can just get messy if you're not careful.

    I guess I was hoping for something a bit more procedural since a lot of my characters will share the same base animations. But I guess depending on how I use families it could be a little more general.

    Anyone have any other takes on it?

  • Yeah, seeing the same thing on Chrome on Win8.1 and Safari on iOS 8. Hopefully it gets fixed soon

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  • First off, I'm not sure what else to call this other than animation precedence . If there's a more common industry term please let me know. But this has always been the bane of my game dev skills.

    I have some physics based characters that have different states such as "walking", "climbing", "running", etc. Each of these states have associated animations. Where I'm running into problems is on the animations that aren't tied to a state. For example an "attack" animation should have a higher precedence than "walking" so it should immediately animate then return back to the walking animation. Further still a "take damage" animation would have a higher precedence than "attack" which means it would play then return to walking.

    So one, am I looking at this wrong? Should each one of my animations -including the one shot triggered animations like "attack"- be a state? Then I could just craft my FSM as usual and only have to worry about playing an animation that matches the state.

    or

    Is there a better way of looking at or handling this whole thing? I know in Unity there's a animation tree that takes care of most of this but I searched the forums and tutorials and didn't find a quick answer.

    THANKS!!!

  • Not really at this point, it's a limitation I've been working around for awhile. You could write the tests but without Continuous Integration support you're not really getting much value. I've requested CI support in this thread: .

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JarrydHuntley

Member since 29 Feb, 2012

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