Squidget's Recent Forum Activity

  • Link to .capx file (required!):

    drive.google.com/file/d/0B36MEu5Qi6YvRlFmU1NDMWoxZGM/edit

    Steps to reproduce:

    1. Create tileset A and tileset B, both of which use the same set of tiles. Add some tiles into tileset A, but leave B empty.

    2. Save A's AsJSON component to a string, then destroy A.

    3. Use B's SetFromJson action on the string that you saved.

    Observed result:

    The last column of tiles in the tileset is missing from B.

    Expected result:

    B should show the exact same tiles as A used to show.

    Browsers affected:

    Chrome: yes

    Node-Webkit: yes

    Operating system & service pack:

    Windows 7 64-bit

    Construct 2 version:

        

    r152

  • Go into the object properties for the spriter object, and where it says "SCML File" change yourfile.scml to yourfile.scon. That should fix it.

    If it doesn't work, make sure you're using Spriter B6, and that the spriter file is saved in your project as both scml and scon.

  • So I'm trying out the new Set From JSON feature. I want to use it to quickly save my generated levels into strings, so that I can reload them later.

    The current events in my test project are:

    -On pressing 1: set tileString to TileMap.AsJSON, Erase all tiles

    -On pressing 2: Tilemap - Load from JSON tileString.

    Unfortunately, my tilemap basically turns into a gibberish map when I do this, with a bunch of random tiles all over it.

    Am I misunderstanding this feature? Can it not save the state of a tilemap currently?

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  • I'd like to have my level editor write out my level data in XML format. Is this possible right now? The XML plugin seems to only read XML data, not write it.

  • If you think of it like the difference between force and impulse in the physics behaviour, instead of applying a vector adjustment once, which would straight away be affected by deceleration, instead, set a variable, and while true , set vector.x to a certain amount.

    I did this for wall jumps in a game, I set a variable to 80, then each tick, subtracted 1 from variable, and set vector-x to a fixed number, so the character would move in the air/repel from walls.

    Once it hit 0, the vector.x wasn't affected any more.

    That approach makes a lot of sense, I'll give it a try. Thanks!

  • So I'm trying to make a system in which when a player or enemy with platform behavior gets hit with a certain attack, they are knocked back and briefly stunned. This kind of mechanic is common in a lot of games, such as fighting games. I have the basics in place - stunning the player and disabling their controls, but getting the actual knockback to work continues to give me trouble.

    Knockup in a vertical direction is fairly easy, you just set the Vector Y on the platform behavior and it behaves appropriately. Moving the player in the horizontal direction is more difficult, because the Vector X is affected by the platform behavior's natural deceleration, which is pretty high in my game. I don't want to lower the ground deceleration too much or I'll lose the precise feeling of the controls, but as it is even if I set the vector X to the max speed the platform behavior allows it still barely moves the character backwards at all.

    Is there an alternate method to handle knockback better, one that would give me more control? I'd like to be able to do large knockbacks (ie: hit a character across a screen's length), ideally with some control over things like deceleration. It's also important that the knockback continue to interact correctly with solids, such that the character can't be thrown through walls and won't end up with their platform behavior bugged out.

    Any thoughts? Have others had to approach this problem? What kind of solutions did you use?

  • Also getting that error in the latest version.

    Just to note, I'm also still getting the issue I reported previously where the on_initialized event doesn't fire in some cases. That's using C2 r129. The issue seems to be somehow related to audio somehow, as playing certain music files at the start of the level causes it to happen consistently, while other audio files it doesn't happen at all. The .capx I sent you should still reproduce the issue, but I can send another if you need it for debugging.

  • Found some more weird behavior today. It seems that if you play an animation to completion, the spriter object can't be repositioned after the animation has ended.

    A simple way to show this is to make a spriter object with a non-looping animation (like a jumping animation) and use an always event to set its position to a platforming hitbox. When the jumping animation reaches its last frame, the sprite will freeze in midair instead of following the hitbox as it should, until it starts playing another animation at which point it will snap back into place.

    Thanks for your continued work on this!

  • Sent you a .capx showing the problems I've been having.

    Also, less a bug report more of a question and/or feature request. Is there a way to get the name of the currently playing animation for the spriter object? When changing my existing sprite-based logic to use Spriter, I noticed that there doesn't seem to be one. That would be a pretty important addition when writing event logic around spriter objects.

  • *bump* So, is this still being worked on? It's better than it was, but still isn't really usable, so far I've encountered a couple of major bugs.

    Moving between layouts still seems to cause issues with initialization. I have several layouts and create an instance of the spriter object at the start of each layout. It works fine in the initial layout and at the start of the second entered layout, but after that the initialization stops functioning. The On Initialized event does not fire and the sprites do not become associated with the spriter object, meaning that they just float in a pile at the start of the level. Associating sprites with object types manually does not seem to work either.

    I'm also getting bugs with animation switching where certain parts of an animation won't be properly "cleaned up." For example, when switching from my jumping to my falling animation, a hand will be left floating in the air for a while. I think this is related to swapping out of parts (the 'hand' object within my sprite has several image states that it moves between) but the behavior that's in right now definitely seems buggy.

    Has anyone found workarounds to these issues? Are they known? Are there fixes coming?

  • Part of my level design is creating a lot of objects, and usually I want to create them with certain properties. For example, most of my terrain tiles have a physics behavior with Immovable set to Yes. However, whenever I create a new tile that tile starts with Immovable set to No, even though literally all of the other tiles have it set to Yes. I run into the same problem with certain parameters on other objects (for example, there's one object that all the instances have 50% opacity, but whenever I drag out a new one from the palette it starts at 100% opacity.)

    I can just set these all manually, but when I'm creating lots of objects it's annoying to do so. Is there a way to force the 'default' value for an object type? How is this done?

  • Agreed, this is very impressive. Thank you for the fast fixes, they are a huge help for our project. :)

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Squidget

Member since 9 Feb, 2013

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