Bodhran's Recent Forum Activity

  • Using Pixel art with spine in C3 isn't pixelated. I put the settings to nearest when exporting and the images look pixelated but the spine animation on C3 isn't. Maybe there is something I could be missing.

    Example Capx with spine exported file, a png exported from spine, and C3 spine.

    https://drive.google.com/open?id=1pfkXRFgKMTf42pVntIIZNqaM3O6_TS9R

    Is there anyway to fix this or should I export to png or is the difference not as noticeable?

  • What settings do you use for exporting your spine 2d project?

    I have been using the default settings but started to notice recently that the animations are slightly blurry in game. I tried out a lot of different settings and the animations still look slightly blurry in game but the animation doesn't look blurry in spine. I am now testing with increased length of black outlines on the art and different resolutions but the same thing happens. I checked spine 2d forums but only person who sounded like they had the same problem was using unity.

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  • Awesome work so far. When do you guys think it will be ready for use?

  • I am curious if it is possible to get stream integrations to work.

    Mixer has node.js and browser here github.com/mixer/interactive-node but I don't know how to get it working with Construct.

    Does anyone have any experience with Streaming integrations?

  • Exporting to PS4 and/or Switch has been a ongoing problem and it doesn't seem like Sony or Nintendo are doing anything to help.

    I really like how Scirra doesn't charge for xbox exports but they could hire a exporting team such as matpow2(who seems to be busy because they never responded to any of my emails) or someone else and charge around what GameMaker charges which GameMaker charges $799.99 a year for one platform and $1,499.99 a year for all platforms.

    It is a reasonable price and it would really help the future of Construct.

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  • I have a push out code to prevent enemies from stacking but if one enemy wants to move in front of another enemy then they will push that enemy while moving. I am looking for a way to prevent the enemies from stacking but also have a way for an enemy to move in front of another enemy. This is for a platformer.

    Any help appreciated and I have searched for an answer and couldn't find one for this problem because they talked about preventing the enemies from stacking and not if there was an enemy moving past another enemy.

    Example picture. If E1 stops or is moving slower and E2 is moving then E2 will push E1 towards location while moving trying to get ahead. Without a way to prevent them to stack then they will move and stop on top of each other.

  • I see. I am having problems getting them to work correctly. I have tried if overlapping with image point 1 then 2 won't spawn and vice versa but neither will spawn. How do I get it to find the nearest image point without giving it a specific number of the image point? When I tried it wants a number for the image point.

  • Thanks. This what I was looking for. Only problem is when hitting multiple spots at once then it will trigger both image points.

  • Thanks for the fast reply.

    I do use image points but is there a way to select a specific one based on location such as if the sword was to hit the enemy's foot then spawn based on that image point and if the sword was to hit the enemy's head then spawn from that point?

    I am looking for accurate positions in spawning slash/blood for hitting enemies in random spots. If not specific spots then it doesn't look accurate.

  • I would like to spawn a sprite when a sprite makes collision with another sprite.

    Example would be player has a sword then player swings the sword to hit an enemy and when the sword hits the enemy then the collision part where the sword hits the enemy spawns slash/blood. How do I spawn a sprite at that spot?

    Right now, I only know how to spawn from player, enemy, or sword but it will not spawn in the correct spots when hitting enemies at certain angles and larger enemies.

  • Ashley

    I have been trying to replicate the problem with no results. I did try using the other NWJS versions and by using v0.13.0 beta 2 (Chromium 47) the game will have 1 lag spike or none most of the time.

    Is there anything that effects running NWJS the most? I am happy that older one runs the game good but I want to be sure that I could update NWJS eventually and have no problems if I'm the only one with the problem and it doesn't get fixed.

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Bodhran

Member since 24 Feb, 2014

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