Mikal's Forum Posts

  • I created a simple animated Wind effect based on my SimpleSkend effect, now you do not need to use events to animate to get the wind effect and you can also control when the skend starts, so things like tree trunks can appear to be more stable.

    More info:

    kindeyegames.itch.io/wind-c3

    There are a couple of free keys available in the Construct Community Discord server in #effects.

  • Great blog, thanks for sharing all the details, nice concept and it looks great in action.

    One suggestion when it comes to color tint, use a two color tint. One color that effects the lighter colors and one that effects the darker colors. It offers a lot of versatility. (If this effect does not already exist, I am going to look into creating one). Then, you can use a base grayscale image that will be tinted.

    Example of the concept (from Spine.)

  • FoozleCC I don’t really have a recommendation between the two, I have both, but I mainly use/license premade Spine models.

    I was originally attracted to Spine’s mesh deform, but Spriter 2 (in beta still?) has that coming too (though not yet in the C3 plug-in?)

    I suggest starting a separate thread for this discussion, I would like to keep this thread focused on the Spine plugin. Good luck with your dev work and decision!

  • Release 1.23.0 Disable render to texture when offscreen (saves perf), animation continues for events, etc.

    211 Spine objects off screen (usually 30%+ CPU utilization when on screen.)

  • Skins are not required, I think if your default setup had all the bones in it, it would have been fine to just use 'default'.

  • Ah, I see what you are looking for now. I am looking at moving just a bone, it would be an override from the current animation. This is also needed for some of the animations like the aim animation. I will probably work on something like that in the next couple of weeks.

  • wertt22 Right now it is not with the C3 Spine plugin. If you see something on the Spine website describing something like that, point me at it and I'll take a look.

  • Ah, the 'default' skin has no bones, so the size is 0x0, which is an issue. I am going to file a bug to the project to detect this case and issue a warning.

    Use skin_01 instead of default.

    Updated working project:

    sendgb.com/C0lh16aFsiT

    Very cute animation and character, looks like fun!

  • Quick response (not all is fixed yet).

    The atlas name is not correct (the C3 project file is listed as sailor.atlas.txt, not sailor.atlas).

    Not all done yet though, now texture size is not correct, might be a power of 2 issue, looking at the Spine export options now.

  • Mollekopp Can you post your sample C3 project with your Spine files included in it? If you do, I can help debug.

  • 1.22.2 Add animation track support. Default to track 0 for set, play, stop animation for backward compatibility, add isSekeltonLoaded ACE. Add track alpha control to blend animation between tracks. (Feature commissioned by Adrian - thank you!)

    Example:

  • Tried it out, lots of fun and I like the tiny pixel graphics. I also like the crowd too, it adds a nice ambience. It would help me at least for training if the routes were shown during a play.

  • I also usually add extra instance related functions to instance.js.

    However, if you have a plugin which shares information / functionality between instances, I will also add properties and functions to type.js.

    I have also created separate '3rd party' files which contain classes that I use in a project (for example in the Spine project, I have a class that batches drawing all the instances. The class also contains a list of all instances.) If you do a 3rd party file post r226, watch out for the recent module globaThis/import/export changes.

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  • This is also what I do for a high score leaderboard. One column/instance for name and one column/instance for score. It also allows for you to more easily do formatting like center or right / left justify per column as needed.

  • Thanks for the update!