Mikal's Forum Posts

  • Thanks! Also, Andre pointed out the ‘hull’ export option in Magica Voxel. That will remove the internal not visible voxels for a nice perf boost (scene dependent.)

  • I put together a .vox reader to try with 3DShape, getting some interesting results. One desire now is to have some limited control over the camera (to look up/down iso/mil-proj style view, I'll add that to the aha request list.)

    Example free project:

    kindeyegames.itch.io/c3-vox-load

  • Nice work Gamesoul, thanks for doing this.

  • I love AllanR's solution, very nice!

    Here's an experiment I did with bigblur:

    construct.net/en/forum/construct-3/general-discussion-7/big-blur-effect-ported-c2-c3-149112

    Yes, it's expensive, many texture fetches per pixel.

  • Sorry, I don't want to release the full project.

    If you post your project, I can see if I or someone else can help with it.

  • The big thing to understand with this plugin is that everything is rendered by Spine to a Sprite texture with a fixed resolution. C3 then renders that Sprite texture to the layout. Spine is not rendering to the full layout. So any changes for bone control are relative to the Sprite texture space (think of it as a small local layout.) To translate that we need to figure out where the mouse is relative to the rendered sprite in the C3 layout and that's what the equations in the project do.

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  • You are welcome! See the plugin page for a new project I just added for bone control.

  • I definitely have not used that in quite a while! I would recommend Playfab instead of Gamesparks and use Chadori's Playfab plugins.

    That being said, my quick guess would be to _not_ use worker mode and to use classic script mode instead of module mode.

  • Updates!

    Bone control ACEs:

    Recent updates:

    - 1.36.1 setTracksListner guard clause (do not crash if skeleton is not initialized or removed.)

    - 1.36.0 Init refactor (internal clean up)

    - 1.35.0 Fix current time event regression, no apply() in setAnimation (save some CPU)

    - 1.34.2 Fix bbox ACEs w/ flipped animation

    - 1.34.1 bone control optimization, repeated init bug fix.

    - 1.34.0 Add ACE for render quality control

    - 1.33.1 Add render once for Bone control actions

    - 1.33.0 Bonce control Conditions and Expressions

    - 1.32.0 Bone control Actions

    - 1.31.0 Add gl parameter cache for future optimization to not get gl state parameters every tick.

    - 1.30.1 Disable idle animation updates (via debug variable control, set 'reduceAnimation' to 'enable'.

    - 1.27.3 Correct idle and offscreen detection

  • wertt22, which blending degree do you mean by blending constraint? Can you please point to a Spine web page describing what you would like to change?

    Also - I think you probably already know - bone control and mirror flip have been released in the plugin.

  • Eren - thanks, this was my user error, I got hit by the dreaded 'bundle addons' issue with one of my old projects (before I learned never to use that setting!)

    Thanks for the update, it works!

  • Thanks or the update Eren.

    The update did not work (please also update the version number with changes e.g. 1.4.1 instead of 1.4.0 .)

    I think you might need globalThis.EasyStar = Easystar in the Easystar.js and then when referenced in other files, need something like const Easystar = globalThis.Easystar.

    Here's the error:

  • Thanks for the report, will review this and I filed the issue: github.com/gritsenko/c3_spine_plugin/issues/47

  • Thanks for the info, will work around it.

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