johnsmith's Forum Posts

  • You are awesome, thank you very much R0J0hound

  • Hi,

    I'm trying to implement dynamic mesh distortion in my game, but I can't get it right when the sprite is rotating... I dont know what formula I need to keep track of the sprite edges coordinates (if this is what I need ?)

    Here is the modified C3 mesh distortion example (piggy + dragging meshpoints) with rotation:

    mesh distortion+rotation

    Anyone would know how to do it ?

    Many thanks if you can help !

  • > Hi Mike at BrashMonkey & lucid,

    >

    > Is it possible to use "override bones with IK" when the Spriter object is mirrored in C3 ? I think the IK somehow still use the non-mirrored version as the bones become inverted

    To verify the mirroring is causing the issue you could create a pre-flipped version of the animation in Spriter, re-import it onto C3, and see if the IK on that pre-flipped animation is working as expected.

    Yes it's working if I duplicate and mirror the animation in Spriter, but I can't make it work with the mirroring system i'm using.. (if the character is mirrored, I need to stop the mirroring only when this already-mirrored animation is played and it's hard to get it right... plus I'd like to keep using blending which I can't (as it will blend through the mirroring giving a weird flipping effect) unless I duplicate all my animations and make a mirrored version for each..but that's not ideal)

  • Hi Mike at BrashMonkey & lucid,

    Is it possible to use "override bones with IK" when the Spriter object is mirrored in C3 ? I think the IK somehow still use the non-mirrored version as the bones become inverted

  • One way of doing it is to not make the idle animation "looping" but using instead the "repeat" option (in the animation editor properties)

    Like repeat 10 times.

    And then simply use -> on finished "idle" animation -> play "blink" -> on finished "blink" -> play idle.

    But if you want to add more randomness, using a timer system when idle will give you more control over it.

    Using wait action like you did will confuse the engine as it will remember that it is waiting for something (and it will trigger each time you stop, stacking all the previous wait action on top of each other), so if you start walking after being idle, the engine will still run the idle wait action even though you are moving.

  • johnsmith :

    2-4-2021

    • fixed bug where overrides applied during blends wouldn't work correctly
    • optimized frame changing by removing unnecessary frame change attempts

    Thank you very much Lucid ! :)

  • lucid No problem, thanks for looking into it, will wait patiently ;)

  • Hi lucid,

    I think there might be a problem with IK override and blending animation.

    Without blending, override is working fine (although from time to time it seems to "jiggle" a bit but maybe that's my setup ?), but with blending, the override bones are like they dont know what to do until the transition is over.

    I've made an example in C3 (R225 stable) if you want to take a look:

    Link

    It's also happening with "override Object" when setting X or Y the object (head in my example) moves away during the blending.

    Not sure if it's me doing it the wrong way or a problem with the plugin ?

  • Works perfectly now, thank you very much for the quick fix lucid

  • Hi,

    Is there an example on how to use "override bones with IK" ?

    I can't seem to get it working, my character disappears when I use it (and freeze the game in debug mode)

    I'm trying to adjust the feet so they follow the ground slope angle using:

    every tick -> Override bones (Parent: lowerleg , Child: Feet, as they are set in Spriter) & set X/Y to a dummy sprite following the slope angle (and pinned (X,Y) to the character) - while a "sliding" animation is playing... but my whole character just disappears instead

  • Eren Awesome, works perfectly. Thank you very much Eren

  • Hi,

    I have a problem, I have noticed that there is 2 Magicam plugin for C3, one which only works with C2 runtime, and the other one for C3 runtime.

    I need to switch my game to the C3 runtime plugin (since C2 runtime will be deprecated), but if I update the plugin, I cant load my game anymore (failed to open project).

    Is there any way for me to update the plugin and that it still recognize my game ? (without removing Magicam completely)

    The C2 runtime plugin used in my game

    The C3 runtime plugin I'm trying to switch to

    Thank you for any help

  • Sorry, maybe need to refrain it according to boulerzzz comment. Did not see the last event. and the counters. thought you just showed an ad directly when the player wants to start the game.

    Accoring to Google, you have perfect 100% match most of the days, but some specific days you have like 25% or 50%? This is odd, indeed.

    No problem ;)

    Yes this is odd, I just had a response from Admob Support but I'm still trying to figure out why my match Rate is so unstable now. The low Match Rate is mostly happening when I have high network requests, really unsure what I can do about it.. If I need to change the logic I'm using or if it's something else.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • From that logic I'm not sure how you would show the advert unless you have other events not shown here. You ask on start of layout if it's loaded which it will never be because you didn't create it yet, else create it but not show it.

    Yes if it's not loaded, then create it so it won't be shown on the current layout but on the next one or on restart. (I believe a loaded ad stay loaded on layout change, right ?)

    fredriksthlm It's not shown during gameplay, but just on start of the layout, in my game, each level layout got a little camera intro (skippable) so the player is not actually playing the game, that's when the interstitial is displayed (hopefully just before the camera intro)

  • Hi,

    Here is a screenshot of my Admob Match Rate:

    I'm using Construct default Mobile exporter since October 31 (I was using Cocoon before that).

    As you can see in the screenshot, the match rate became very unstable after the update (it starts acting weirdly after the first December, so ~1 month later after the update).

    Here is the events I'm using to display interstitial:

    I was using "show: true" when creating the interstitial but users complained about Ads being shown while they were playing instead on start of the layout.. so I changed to "is interstitial loaded" before showing it.

    Am I still doing it wrong or should it be working as intended ?