Mike at BrashMonkey's Forum Posts

  • Maybe you need to increase the maximum speed to accommodate the speed increase.

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  • Very helpful and informative. Thanks very much!

    > What action/plug-in are you using to trigger the vibration in your game> Are you using the browser extension or is there some kind of extension to trigger vibration in a specific game pad?

    Mike at BrashMonkey Chrome has officially added gamepad vibration support a while ago. In Construct 3 you can already find an action inside the gamepad plugin itself. Construct 2 has no official support but there are community made projects to get it working there. (Free ➚ | Paid ➚)

    If you're interested in the coding side of things, check out the tracking issue: Link ➚

  • What action/plug-in are you using to trigger the vibration in your game> Are you using the browser extension or is there some kind of extension to trigger vibration in a specific game pad?

    > TheRealDannyyy To be clearer, what I found is this:

    >

    > ✔️ When a controller (e.g. PS4 or Xbone controller) is plugged in with USB, rumble works!

    >

    > ❌ When a controller (e.g. PS4 or Xbone controller) is using BlueTooth, input will work normally, but rumble does NOT work!

    >

    > This is true for both Chrome and Construct 3 NWJS.

    >

    > I don't know if this is a bug or it's just that rumble is impossible with BlueTooth on Windows.

    Ok that clears things up. Probably a bug and therefor worth reporting.

    I hope you don't mind me tagging you later, if there are more questions from Chromium's side about this.

    (Will provide the link when the issue is up.)

  • over 10 year pro pixel artist here. Mouse 100 percent for pixel art, but tablet monitor for high res art and concept art.

  • If there is a sale here and not at brashmonkey.com at the time. Yes, Spriter is a desktop app, it's not web based.

  • It should be the latest version, but I think you'll need to go into the menu and choose Help/Activate Spriter Pro and enter your email address and serial number.

    Check the help menu option and if it says "Spriter Pro activated" then you don't need to do anything.

  • It depends too much on what you're doing with it. For example, with Spriter you could make smoothly animated giant bosses that would be completely impossible with full frame standard Construct sprites, and it would run very well on mobile.

    Here is the basic platformer game engine running on my old Ipad Pro:

    youtube.com/watch

    In this example, the player and trees in the first level are all Spriter based, as is the boss at the end of the video.

    Also the entire main menu system is made in Spriter.

    But you should always try your best to optimize and test your game often on real mobile devices frequently, no matter which (if any) plug-ins you use.

    I would not recommend making every last particle effect a Spriter object, for example... simple things like collectible coins, explosions, shots etc are best left as regular construct sprites.

  • With Spriter you can have tweened animations that are smoother and take a tiny fraction of the memory and loading time.

    You can also do cool things like use the "character maps" feature which lets you change character appearance, weapons, etc on the fly based on power-ups or what they equipped.. again, using a tiny fraction of the memory as compared to having the character variations as entire separate Construct sprites.

    youtube.com/watch

  • My best guess is when it was the original folder there were extra things you were accidentally including in the zip that you were dragging into c3.

    Exporting the spritesheeted version to a clean new folder is definitely recommended.

    I'm working on new step by step tutorial videos but it will be several more days before I can finish and upload them.

  • Hi Wulfy,

    I tried to load and test your file but somehow you're using r135 and the browser version is r131.

    Is there a way to access beta versions I don't know about?

    Can you make a screen recording of the import attempt and resulting issue? This might help us find the problem.

    thanks.

  • I use the behavior Flash and set the player to flash for however many second after getting hit, and before any collision check to hurt the player I add "is player flashing" and negate it, so that if the player is flashing, he can't get hit.

  • So is the Spriter for Construct 2 Runtime plugin now stable and "safe" for use?

    There's a known bug involving variables or triggers which Edgar (Lucid) is working on ATM.

    The previous two versions of the plug-in didn't have this bug, but may have had other ones. We'll report back when the new build is ready.

    cheers.

  • Oh, well, sure.... if you want to do it the easy way.... ;)

    (I forgot all about the pick random action)

  • Do you know how to generate a random number?

    You need to use a for each loop to set a variable in each object, then on touching the screen, have Construct generate a random number within the range of the numbers of the objects, and destroy that particular one.

    You'll need a variable for the object... for example call it "WhichOne"

    You'll need a loop at start of frame for each object, set the number of the object to the loop index of that loop.

    You'll then need the on screen touch action in another event.. it should generate a random number from zero to the total number of objects.

    Then another loop for each object, if the random number is the same as that variable "which one", then destroy that particular object. and THEN do another loop to re-number them all in their "WhichOne" variable.

    Sorry, I don't have time to make an example file.

  • Thanks for reporting this. We'll look into it as soon as we can and report back.

    BTW, did you try using the for each loo function in Construct to help make sure it's checking through all instances of the objects?

    Hi lucid et al.,

    I am posting this here, after receiving no reply on the Brashmonkey forums.

    I understand you are busy with bringing out Spriter 2, but hopefully you'll get a chance to look at his.

    I have encountered an issue with the Construct2 plugin, version "1/7/2018", wherein the action "Set C2 object to Spriter object" would only work for one instance of each in a given layout.

    Meaning, if you have one Spriter object with an action point, to which you want to pin a single C2 object, it works well.

    But if you have multiple instances of either, no amount of 'pick' conditions will enable attaching a particular instance of a C2 object, to a particular instance of the Spriter object: C2 will attach one C2 object to the last Spriter instance and ignore the others.

    As I understand it, the crux of the problem, is that plugin will search for a C2 'object type' not an instance to attach.

    Our game developer came up with a workaround, which I will attach here:

    https://drive.google.com/file/d/1QGWGs46s7LwRmwtRl9Ba_ZZjSu33Z17V/view?usp=sharing

    Cheers,