retrodude's Recent Forum Activity

  • I'll try this out, thanks

    You could add 1 to a variable every time you spawn a platform and when the variable is a multiple of 3 (variable % 3 = 0) you spawn an enemy.

  • Oh I see, thanks for the explanation.

    I want every 3rd instance of my platform sprite to spawn an enemy on top of it. But the thing is onces the character gets past three platforms, three 3 new instances of the same objects apear, and the last 3 are destroyed. If that makes sense. I can expand on this more if your still confused

    But first, what happens to the instance object once its destroyed? Is the next object of that same spot assigned the same instance? By that I mean when the three previous objects are destroyed will the new objects just replace the previous ones as 1,2,3, or does it continue from the previous instance and count the newly created object as a new instance? such as 4,5,6

    For example:

    Let says I spawn 3 bullet objects.

    Im assuming there assigned as instances 1 to 3.

    But when all three of them are destroyed, will the next 3 spawned bullet objects of the same type become instances 1 to 3? or will it continue past 3 and become 4, 5 and 6?

    Im sorry if its confusing I'm still new to construct 2, but I appreciate the help, I can clear up other parts if its still confusing

    I can't understand your question to be honest. try to explain better what are you looking for.

    The instance thing is easy, let's say we have the SpriteX, and we spawn it multiple times. The first that you spawned will be the 1st instance, the second will be the second instance, is like an array of objects.

    array = {'Peter','Ann','Josh'}

    Peter is the first instance, Ann the second, Josh the tird.

  • You really think some parts of the game needs a refine? The art style works well just the way it is. And imagine the cost to redo all the art... But anyways this is one my favorite games for C2, nice job Albatr can't wait for the release!

    Also would you beable to share what program you used to draw the tiles? or what program your artist uses? (if your not the one who made the tiles)

    ZOMG LAZ0RZ N' NUW T1L3ZET

    Glad to see you alive ! I though you were R.I.P !

    Nice Stuff ! You should give it a refine ( Ask a proffesionnal artist to re-do you all the arts that you don't think are enough refined , if that made sense ) and post it to steam greenlight !

    P.S. : If you don't remember me , then check out my signature :D

  • I created an endless runner, an basically I have platforms that spawn on the right and go to the left, in which a terminator block destroys the platform bullet outside the layout and then respawns it on the other side.

    The platform also has different frames on it to add variety on the platform. so every time the previous platform is destroyed a new platform is created on a different animation frame.

    But what I need help with is spawning. How would i choose a specific frame for my platform then spawn an enemy on it?

    So basically I want something like this:

    *when Platform animation is on frame 3

    *spawn enemy on platform 3

    I saw a pick nth instance but I'm not quite sure how it works. This may sound like a dumb question but what is an instance? Are they refferring to the object as an instance, or instance variable of an object?

    Any help is appreciated

  • Hey Lucid would it be possible to get spriter up and running for cocoonjs? I tested it out on my sony xperia on cocoonjs and the sprites pop up but the animation itself doesn't seem to work on mobile phones.

    You think you could fix this? or am I doing something wrong?

  • Tried out Spriter yesterday and the pricepoint right now is a no brainer purchase, very impressive!

    I'm just having trouble getting my scml file to import into C2 properly for the simple test animation I tried. I've got my plugin in the right directory and everything works great and is named in Spriter.

    However in C2 I get an error and the object folder for the scml file is empty. The same thing happens using the example monster file.

    Thanks for any help on this!

    <img src="http://i.imgur.com/rML7C.jpg" border="0" />

    On the editor you have to rename all parts.

    1st. Go to your left side menu on the spriter editor

    2nd. Look for Bone Heirachy and click on it

    3rd. Look for an eye with an x on the top of the menu and click on it (or it might just be an eye without an x)

    4th You will get parts with names like Torso.png

    5th Double click each part and rename it

    Im not sure if you have to keep the .png at the end of the image but normally I take take off the .png at the end.

    So something like Torso.png is renamed to Torso

    Once you have done all of this recopy the file back to Construct 2's canvas

  • See scirra.com/manual/134/performance-tips. Performance is generally mainly to do with how many sprites are on-screen at once. If you destroy and old sprite and create a new one, or switch between several animations in a sprite, it's probably equally fast as just having one ordinary sprite.

    Thanks for the quick reply, I was a bit worried about the performance lag I might get if I had too many sprites, but if what you say is true (it makes logical sense) then I should be fine

  • they should be in a folder.

    here I'm adding a condition

    <img src="https://dl.dropbox.com/u/1013446/SpriterReleases/release/c2plugin/instructions/folder.PNG" border="0" />

    after double clicking the folder named after the spriter object:

    <img src="https://dl.dropbox.com/u/1013446/SpriterReleases/release/c2plugin/instructions/folder2.PNG" border="0" />

    Dam I feel really stupid right now lol...

    But seriously thanks alot <img src="smileys/smiley4.gif" border="0" align="middle" /> I didnt realize it was in a folder

  • the issue with reimporting the animation again without losing events is something I've discussed with Ashley, and he said he hopes to work in a solution in a future version of c2.

    as far as the being able to set action to each body part, you can do that now. It's why we went with individual sprites instead of the original plan to have the one plugin draw everything.   Also, the import process puts all the sprites in a folder for you, and they are all in a family, and a container together, so if you have a condition that picks any of the parts or the scml object itself, the rest of the parts are automatically picked.

    The short answer, is you should just be able to create actions with the torso sprite object as if it were just a normal sprite (because it is)

    Its true that it is a normal sprite and the actions should work on each body sprite, but it seems whenever I create an event and then choose to add an action, the body parts don't show up in the add action menu.

    To better explain this (I can take a screenshot if you want):

    Event: Group "enemy" is active

    *then when i click on the add action button all the sprites are there EXPECT the body parts imported from spriter

    So I can have other objects spawn the imported body parts in the container but I cant have the imported body parts in the container spawn any objects as the imported body parts dont show up in the add action menu.

    Did I import the spriter document the wrong way? Or is there another method to doing this using the family to call onto each part then link it to an action?

  • cosmos10040, sorry for the late reply. Was at Thanksgiving celebrations with the family, but retrodude is correct.

    retrodude, because you can animate width and height changes in the editor, part of the animation is setting width an height every tick. To override, your width and height changes should take place every tick as well. For example:

    -Every Tick

    -----set Spriter_hand width to 1000

    If anyone has ideas they'd like to see integrated to add more flexibility with things like this let me know. For instance I can try to add something to let you find the x or y scale factor of a body part, that way if you make the arm 2 times the size, it can still grow and shrink according to the animation, but grow and shrink to the animated size x2, if that makes sense.

    There was one thing that I think would be pretty awesome unless you can already do it.

    Being able to set actions to each individual part (such as the torso). That way if you had a boss you could make the boss have body parts that spawn more minions or something like that through the torso.

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  • I was just wondering how many sprites would I beable to place in one layout running in one event? Lets say I had a character that could transform like kirby, transforming into 30-40 different types of forms. Is this possible?

    I dont mean running 100s of sprites at the same time I mean having 1 sprite change multiple times destroying the previous sprite. Or using a bunch of sprite animations to create the effect.

    Would it still be runnable?

    And I have been using spriter lately because it makes spriting awesomely faster! But I still have to work with it more to better understand how it functions in C2. But If I were to have separate spriter files all in one layout, respawning and destroying itself with a click of a key, would this drop the games fps?

  • cosmos10040, sorry for the late reply. Was at Thanksgiving celebrations with the family, but retrodude is correct.

    retrodude, because you can animate width and height changes in the editor, part of the animation is setting width an height every tick. To override, your width and height changes should take place every tick as well. For example:

    -Every Tick

    -----set Spriter_hand width to 1000

    If anyone has ideas they'd like to see integrated to add more flexibility with things like this let me know. For instance I can try to add something to let you find the x or y scale factor of a body part, that way if you make the arm 2 times the size, it can still grow and shrink according to the animation, but grow and shrink to the animated size x2, if that makes sense.

    OH alright! But wouldn't it be easier to change the sprite size in the editor then recopy the sprite file back to the canvas of construct 2?

    I was wondering if there was a way to update a previous spriter file that you place on the canvas? Because I often go back to the editor and fix a couple of my sprites and then I go back to construct 2 to replace my old ones by deleting the previous scml and sprite files because spriter documents don't overlap one another in Construct 2.

    My phrasings a bit bad but what i mean is lets say I have an animation that i already put in Construct 2, and I have set a bunch of events to that sprite and scml file. Now the problem is if I wanted to replace that spriter animation with a new one I just made, with the same name, I would lose those events related to the current spriter file.

    Is it possible to go back to the editor and update that animation then overlap my previous spriter file in Construct 2s canvas?

    Im not sure if that makes sense, if your confused then just tell me

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retrodude

Member since 11 Oct, 2012

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