Mikal's Recent Forum Activity

  • I am not the original author of the plugin, I did the simple JS template it was based on and I'm helping out with some of the WebGL coding to make it more effective in mobile, etc. At the minimum, I think an ACE needs to be added for On Animation Finished.

    For me, it has fairly reasonable performance on mobile on an iPhone XR and a Moto G6 now with the latest version of the plugin.

    Check if you are using the latest addon from the direct github link: github.com/gritsenko/c3_spine_plugin/tree/master/dist

    v 1.3.0 is the latest as of 10/10/2019, try it out on mobile and let us know how it goes.

    For the skin issue, try leaving the skeleton name parameter blank. There is some difference between a JSON w/ multiple skeletons and a JSON with just one. In your case is the export of just one skeleton? I am usually over in the Construct Community Discord, if you want you could upload/DM me the *.json and *.atlas and I could try. This plugin is compatible w/ the 3.8 version of Spine.

  • Elastic - ah that's too bad. I'll probably look at a way to 'pre-bake' that before runtime, but I will wait for the release, so I can see more details. Keep up the good work, looking forward to the release.

  • Great work, it looks so good. I am also thinking about using it with that elastic effect you demonstrated before, so it can hold shape while still being stretched and changed. Thanks for answering my questions.

  • Nice concept and style. I can imagine adding more commands and needed actions on more complicated levels. I also _wonder_ if having an 'up' arrow for older commands would feel good or if it's better to type out each command every time.

    Option for more 'advanced' players or more complicated levels to allow multiple commands on one line with ',' representing a fixed delay? e.g. north,,,,east,,north,,,south Just some thoughts, looking forward to the next iteration.

  • It might be worker mode, disable that in 'advanced project settings'. 'window' is not available to the thread running in a worker.

    See: construct.net/en/make-games/manuals/construct-3/scripting/using-scripting/javascript-construct

  • It will be really interesting to see how this goes with particles, as folks have talked about, it could be really nice for pixel art, where there are a manageable number of particles to represent the entire image. I'm glad I gave you a little bit of inspiration. As you say, programmatic building and loading are the keys to make it useable, like the function I created in my example to make the sprite rectangle build of smaller sprites.

    One thing I noticed with the larger sprite block size was that setting the collision polygon a little smaller than the actual sprite image made the collapse look more natural (I did this in later test.) When the blocks can overlap slightly it has a more natural feeling of a collapsing structure and jumble of blocks. I think this may not be an issue for the particle system, but if it is, might want to think about making the particles able to overlap a little (or have a parameter or setting for it.)

  • Here's what I mean about applying texture across many sprites as an example (using C3 physics.)

    Each block is a sprite w/ one big texture. A function creates a rectangle of sprites and 'divides' a building texture between the sprites and then we can apply physics to the sprite group and have fun with the building. I am hoping this is applicable to LFJS...

    OffsetTexture Addon and Example

  • For texture mapping across rectangular objects to create a 'complete' rectangular object, I'm thinking that something like a building could have one big texture map of the building assigned to the LFJS 'bricks' that make up the building. Then perhaps at runtime, create the building brick by brick in place and use a texture map effect to pick a sub-image of the full texture depending on the location of the brick in the building (e.g. a srcOriginStart, srcOriginEnd offset into the larger texture, it would be easy to create this effect.) Then have a Giant Robot smash the building and have fun!

  • I created a new version (overwrote the original link above) that does not use any effects, instead it now uses blend mode dest out and force own texture on a layer. Please download again.

    Note that collision checks grow and grow as more destruction is done, it may be better to have the destruction be simple and clean w/ less randomness, C3 may handle the collision checks better w/ a 'cleaner' shape of the tilemap.

  • Oh, strange, I tried to 'bundle' those in the c3p project file, perhaps effects don't bundle when in developer mode. I'm going to try another method w/o effects at all. I will upload that if it works.

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  • This looks amazing, I am looking forward to the release and seeing what everyone does with it.

  • Thanks for the comments.

    Yes, it would be good to add particles (and perhaps even real sprite particles w/ physics and fade out.)

    I did this with C3 (I know this is a C2 thread), but here's the template anyway, bundled w/ the new effects (I removed/edited all purchased art assets and the Spine character.)

    C3 Template

Mikal's avatar

Mikal

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Member since 22 Apr, 2016

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