plazatin's Recent Forum Activity

  • The image doesn't seem to be showing up.

    In any case, the error is

    0cad078c-9a23-4d6f-8622-4b7263fb65b0:39 Uncaught (in promise) ReferenceError: rstr_md5 is not defined

    at CBhashInstance.hex_md5 (0cad078c-9a23-4d6f-8622-4b7263fb65b0:39:31)

    at CBhashInstance.MD5_hash (a9b0bba8-5e4e-4941-8065-e361d32b38da:23:28)

    at Action.RunSingleAct_2params [as Run] (action.js:12:410)

    at EventBlock._RunActions_ReturnValue (eventBlock.js:27:65)

    at EventBlock._RunAndBlock (eventBlock.js:24:220)

    at EventBlock.Run (eventBlock.js:21:212)

    at EventBlock._RunSubEvents_SolWriterAfterCnds (eventBlock.js:30:212)

    at EventBlock._RunSubEvents (eventBlock.js:29:132)

    at EventBlock._RunAndBlock (eventBlock.js:24:246)

    at EventBlock.RunAsFunctionCall (eventBlock.js:37:489)

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  • Hello. I used CBHash for C3 and couldn't get it to work. I thought it was my implementation, but even the demo throws the same error:

    Any tips on how to make CBHash work on C3? It's been 3 years since the last activity on CBHash. Are there alternatives if it has been abandoned?

    Tagged:

  • Hi Mikal,

    Stumbled upon this, looks very promising. I've had Spine for quite some time now but never really had the chance to use it yet. I've also just recently started messing around with Construct as well, so apologies if my questions seem uninformed.

    In this particular post regarding SpineBBoxGetPoly with mesh for collisions, am I correct in assuming that you can have multiple bounding boxes?

    In my one of my experiments, I have a platformer that has a sprite pinned on it. The sprite has image points that dictate the position of the hitboxes, while the Collision polys act as the hurtbox. This works, but is quite tedious for bigger projects given that there's no way to import points. Also, there seems to be no way to display collision polygons. I could make use again of the image points, but again, that's quite tedious.

    So now with your Spine plugin, I was wondering if:

    (1) I could use multiple bounding boxes, one for hit, one for hurt

    (2) It appears I can also key and animate bounding boxes in Spine. If so, then perhaps I can skip using the Sprite object altogether even when doing frame by frame animations, and have it use the same system for hit and hurt (instead of the Sprite + Image Points). If this is possible, would it have performance issues?

    Add SpineBBoxGetPoly expression returns poly points in JSON format of named slot/bounding box attachment. Use with C3 Spine Mesh to create a very accurate Bounding Box in C3.

    SpineBBoxGetPoly expression returns poly points in JSON format array of named slot/bounding box attachment. Use C3 JSON object to parse and use points. The points are returned in top level JSON array [x0,y0, x1, y1,…]

  • Thanks dop2000 for the reply, seems to have done the trick!

  • I'm using image points to set my collision boxes' size and position. I have them in pairs, say image point 1 and image point 2. The col box is placed in point 1 and and sized all the way to point 2.

    I tried checking if both image point 1 and image point 2 exist by accessing it and checking if true, but it still proceeds even if there is no image point 2.

    Tried as condition:

    System: Sprite.ImagePoint(1) ≠ 0

    System: Sprite.ImagePoint(2) ≠ 0

    System: Sprite.ImagePoint("test1") ≠ 0

    System: Sprite.ImagePoint("test2") ≠ 0

    Tried as expression:

    Sprite.ImagePointX(1) <> 0 & Sprite.ImagePointX(2)

    Sprite.ImagePointX("test1") <> 0 & Sprite.ImagePointX("test2")

    Any thoughts on why this is happening?

    Tagged:

  • This post offers the same thought I had, which was to use a local variable for storing events. As mentioned, that would probably be troublesome (more code, more variables) when comparing lots of attributes.

    construct.net/en/forum/construct-2/how-do-i-18/pick-uid-expression-59942

    I ended up using IID as a workaround, which works in my example. First I pick by Nth (0) and assign that object's IID to a local var, and do the same for the next var. Then i just use the IID to reference them in expressions and easily compare attributes

    e.g.:

    Object(IID1).X < Object(IID2).X

    Still, if anyone knows if it's possible to reference via Nth Instance via system expression or UID directly, I'd like to know how. This will remove the need for the temporary vars.

  • Set your acceleration and decceleration to 0 on jump, store it to a temporary variable, then reassign it back on land.

  • Is it possible to reference an object by UID or Nth Instance via expressions?

    I am doing a self collision, and found that you can choose the objects that collided by picking the nth instance. I want to compare some values of the objects, say the X-coordinate for this example, and then pick the instance based on it being higher/lower. I initially thought I could directly reference them by Object(0).X and Object(1).X, but as it turns out, this is the IID.

    Is there a way for me to similarly reference objects by the Nth Instance or UID using expressions? This will significantly trim down code, even in this example. Right now I have temporary local variables for the attributes I want to compare. I pick the 1st instance, store it to a temp variable, pick the second, and compare the variable. I understand that you can pick by Instance Comparison, but this would just mean I would have to create the temporary local variables as instance variables. This will be increasingly troublesome if I wanted to compare several attributes.

    So, is there a way, or perhaps a better approach?

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plazatin

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