Mikal's Recent Forum Activity

  • Yes, you can pick the shadow color and opacity.

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  • That's right this is more meant for individual sprites, where the shadow starts from the feet at the bottom of the sprite. In a layer, it would only do shadows down at the bottom of the layer.

    I have an offset shadow effect that works on a layer, it's more like a very simple shadow cast on a wall behind objects, rather than cast on the floor and skewed.

    It's available here:

    kindeyegames.itch.io/effects-for-construct

  • We are working on our first Git project and we've tried to establish ground rules to not create merge issues after reading the SVN tutorial and discussing with others who have used Git with C3 on a team.

    However, we ran into an issue and are looking for a little help (and now we have a new guideline rule!)

    Ashley I am pretty sure the issue is this: I added an object w/ animations and committed to the repo. After that, another team member created another sprite object w/ animations and committed to the repo, they had not pulled my commit before doing that (they were working on separate layout and event sheets, so we thought they would not collide.) However after the merge, we get an error when opening the project.

    Here's the error:

    Tracing it down, I see that in the project object's JSON files, the duplicated IDs are the spriteImageIDs. I was looking how to change this, but it was not obvious, I could not find a C3 project file that indicated what png files are associated with the spriteImageIDs or the list of image files to be loaded, etc.

    Do you have any suggestions on how to fix? This would just be a one time fix, we would change our git policy for adding objects with animations to sync up. (We have the biggish hammer of reverting and reimplementing after a pull to sync up, but we wanted to see if we could save that work.)

  • Works for me in Safari: Version 13.0.5 (14608.5.12), Mac: 10.14.6 (Mojave)

    Again w/ plugin 1.0.0.0 (however it should also be using globalThis).

    I am using Construct latest beta (189)

  • I have used it on Mac (Chrome), works fine for me, older version of plugin (1.0.0.0) I use globalThis in projects running on Mac.

  • Update 2020 03 03

    - Added a few more Animation conditions ACEs to FunkyQuadZ: Animation Frame, Animation Speed,

  • Ashley I removed the discussion on SDK.

  • Ah, you are right, I forgot this was the 'Scripting' forum :)

    The callFunction is a nice solution for the Scripting interface.

    [redacted discussion on using SDK in scripting.]

  • Really nice graphics/art in this, I appreciate the grid dungeon crawler nostalgia (cut my teeth on Wizardy, way back when.) The fog effects are a nice touch, the 'forest' dungeon crawl is particularly good, in terms of the open feel it gives. Other environments like a swamp, canyon/boulder field (open to the sky) would also be nice to see. I know you are still in development, but beefing up the spell casting effect might be something nice to polish down the road.

    Thanks also for giving me my 'new word of the day' Esotericism!

    Wishlisted.

  • How about using a CallAction?

    Something like this (you may need to find the exact method name, but it's likely something like the below.)

    inst._sdkInst.CallAction(C3.Plugins.Sprite.Acts.SetEffectEnable, effectName,true)

  • Nice work, great debugging tool to have available.

  • FunkyQuadZ plugin, added a Skybox example to the itch project page. Content created in flowscape, can you tell I am rewatching Godzilla:KoM while I dev?

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Mikal's avatar

Mikal

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Member since 22 Apr, 2016
Last online 28 Nov, 2024

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