Mikal's Recent Forum Activity

  • Watch out for 'escape characters'. Below from a post by blackhornet a while back.

    You have to 'escape' quotes and backslash with a backslash.

    [4, "\""]

    [5, "\\"]

    Forward-slash is fine.

    In general that looks like the right format, but really go through it pair by pair and make sure all the formatting is correct. I have found simple errors are not always flagged or obvious.

    This has the format, but doesn't mention the escape character / quote character issue.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/sprite-font

  • Ashley thanks! Please feel free to reuse the demo. Also feel free to refine it, so it looks better :). Thanks for the new feature Scirra, looking forward to it’s development. In terms of feedback, should we just include it in forum posts like this, or would you like it somewhere else (my only current feedback is to also allow instances of one object have parent/child relationships too.)

    Also FYI art credit is in the project.

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  • I did pretty much the same thing, transparent canvas overlay. One thing you could do now is use my ElementQuad plugin and render the fluid hidden behind the C3 canvas and then use ElementQuad to use the fluid canvas as a texture. With ElementQuad you can then put it on any layer or z order as needed, including adding effects, changing size, etc. with effects.

  • Fib it's not a timeline animation, I created parent/child relationships between all the parts, starting with the torso as the root. Then I moved the origins to the 'joint' connection with the parent. I then added sin (angle) behavior or tween (angle) to the different parts. With the parent /child relationship it kept everything connected and relative.

    For example, I added rotate to the torso and tween (size) to the torso and the entire skeleton rotates and changes size based on the torso being parent to the entire skeleton.

    newt ik, did someone say ik? Shhhh :)

  • Ashley - thanks for the great new toys to play with!

    I know that more is coming and look forward to it. A really quick comment / question: in the future can we also get parent/child relationships between Sprite instances of the same Sprite object? It seems like it may not be simple in events / actions, but easier in editor (when that becomes available.) Anyway here's a quick test and the C3 project.

    Runtime:

    In editor, showing separate sprites:

    Sample Project:

    gofile.io/d/p4WNWI

  • This is a Construct 3 project template which integrates the $1 Unistroke Recognizer JS library to provide gesture recognition in C3. Add a gesture based interface to your game, good for mobile / touch, create a spell casting interface???

    Example:

    Example template on my itch.io page:

    kindeyegames.itch.io/gesture-c3

    Happy gesture dev!

    The library can recognize the below gestures and you can also add custom gestures at the start of runtime and during runtime.

  • Update to version 1.9.0:

    08/14/2020 1.9.0: Fix export issues (change spine-webgl.js to an external runtime script).

  • Update to version 1.8.0 to add options for better pixel art renders for the above examples and faster/more efficient skeleton instances.

    • Add expressions TextureWidth, TextureHeight (texture size used to display Spine)
    • Add property RenderQuality, amount to up/downsample original Spine size (increases/reduces texture size used also increases/reduces GPU performance requirement, which is usually less of an issue.)
    • Load skeleton only once per Spine object, other instances of the same object are instances of the skeleton, saves a lot of texture memory to have only one skeleton texture atlas in GPU memory.
    • Move on skelton loaded to after texture has been created for the Spine object and initial animation bounds and other state is set.
  • Sebastien Thanks for testing out the plugin and the detailed results. Always great to get more feedback / use cases.

    I have another update coming which is more focused on making multiple instances of the same skeleton (but optionally different skins) more efficient (reuse Spine atlas texture.)

    For the PMA, the intention is that if you exported with PMA, then you would check that property, but if you did not, you would uncheck that property. If your export and the property don't match, there may be artifacts, which is expected.

    For the bounds and scaling, so far this has been a tough issue to solve directly. Since we are rendering to a texture to integrate the Spine character more fully into the C3 renderer (e.g. we can apply effects, C3 scaling, rotation, Z order, etc.), the size of the texture we render into is generally set once. A work around for now is to add a blank image / rectangle in Spine (e.g. w/ 0 opacity) which will cover the size of the area that the animation moves in. Then the plugin will scaled the texture to that size. I know it's not perfect, but works for me so far. I would also animate any large translations / movement by using C3 events to move the Spine character, but do the in place animation in Spine (e.g. with a big jump.)

    If you are able to add the bounding box rectangle, you should be able to set the Spine scaling to 1.0 and then if your C3 project filtering is set to nearest, the pixel art may be cleaner.

    If you can share you sample project/character, it would help me debug / test on my side.

    You can contact / DM me the project on the Construct Community Discord if you can share it (Mikal is my username their also).

    discord.gg/V6URjBq

  • rafaeltrigo you are welcome. Can you please give me some more context on your question? Which plugin or project are you talking about? If it's the Lottie example project, you would need to create a separate canvas for each lottie file, then you could load each lottie file into the separate canvas. You would then also have a separate ElementQuad for each Lottie canvas.

    To control via events, you could run JS based on events and the API for the Lottie JS library is described here:

    github.com/airbnb/lottie-web

  • Here's an example from my Lottie example project:

    	globalThis.myCanvas = document.createElement("canvas")
    	const canvas = globalThis.myCanvas
    	canvas.id = 'SVGCanvas'
    	canvas.width = 480 // set canvas size depending on resolution / performance needs
    	canvas.height = 480
    	canvas.style.position = 'absolute' // place it behind the C3 canvas
    	canvas.style.top = "0px"
    	canvas.style.left = "0px"
    	canvas.style.zIndex = "-1000" // place it behind the C3 canvas
    	globalThis.myCtx = canvas.getContext("2d") // get a rendering context for lottie to render to
    	document.body.appendChild(canvas) // add canvas to the DOM
    

    The example project is here:

    construct.net/en/forum/construct-3/general-discussion-7/lottie-bodymovin-experiment-153841

    I also use my ElementQuad plugin to integrate the new canvas into C3 render (you can add effects to it, put it on different C3 layers, sort in Z order, etc.)

    construct.net/en/make-games/addons/312/elementquad

    Also see this plugin for HTML element implementation:

    construct.net/en/make-games/addons/190/html-element

  • Updated the plugin to include two new features:

    1.7.0: Add event trigger ACE (trigger when animation event occurs.)

    1.6.0: Add Set region action (change region(texture) of an attachment in a slot on the current skin. Useful for character customization. (This can be used to customize the current skin of a skeleton by changing only the texture / animations attached to a slot. Example in previous post.)

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Mikal

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Member since 22 Apr, 2016

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