Kestrel Moon Creature (animation software) runtime

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4 Block Soldiers with different animations, 400x400
  • Is this Plugin fully workable then? I might just get me a Creature License for Christmas

  • kmoon11

    Thanks for the elephant sample, that should be enough of a test case to get things working correctly.

    I'll have to decline putting this on github for now since I don't use github. If you want a link to the plugin this is where I'll keep a working download:

    Thanks for the technical help too, but it shouldn't be necessary. Between the source code, the documentation, and existing examples it looks like I've got everything I'll need.

  • You can test it currently. It works but no, it's not finished yet.

  • however, it is difficult to assemble a scene as the character is a white square

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  • R0J0hound Thanks so much for the help, I have credited you in the code for the plugin.

    I have checked in an initial version onto my own GitHub. Please head over to the Creature GitHub page and go to the WebGL section to grab the new Construct 2 runtimes. I have added additional functions to do the following:

    • switchAnimations
    • setAnimationSpeed

    This should be good enough to get started already. Will be recording a short tutorial video soon.

    Cheers

  • Ok you should check out the creature forum and youtube page. A new starter tutorial on the Creature Construct 2 plugin has now been posted.

    The video tutorial shows you how to load and switch animation clips in the Creature Construct 2 plugin.

    Cheers

  • R0J0hound Thanks so much for the help, I have credited you in the code for the plugin.

    I have checked in an initial version onto my own GitHub. Please head over to the Creature GitHub page and go to the WebGL section to grab the new Construct 2 runtimes. I have added additional functions to do the following:

    - switchAnimations

    - setAnimationSpeed

    This should be good enough to get started already. Will be recording a short tutorial video soon.

    Cheers

    This is an awesome development! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    It's great to see Creature's developer stepping in and collaborating for the add on. Also having it available at github should make things easy for others to fork and contribute new code.

    https://github.com/kestrelm/Creature_We ... creature2d

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  • I have done another quick update. Now it basically displays the image atlas as a preview placeholder when you add a new Creature object.

    If anybody knows how to allow me to access the creature project json file in edit time, please let me know. That will allow me to construct a real preview.

    Cheers

  • kmoon11

    The edittime is kind of limited. It can't access any other data other than an object's texture and the values in it's properties. The authors are currently making Construct 3 which is said to mainly be an editor re-write so perhaps it would be possible with that when it comes out.

  • Is it possible to interact with the animation or is it a case of using dummy objects to determine collisions?

  • spongehammer

    It does have a bounding box so you can collide with that. This can be shrunk in a later update to be exactly the size of what's drawn. The api also has an interesting function to see if a point is colliding with a bone. Outside of that it's probably not desirable to check for an overlap with the thousands of triangles used for drawing. So yeah, dummy objects would be best.

  • Right, thanks for the clarification

  • is there a way to swap character skins like in spriter/spine? That way one can reuse an animation on a number of enemies or have them swap armor

  • Hello,

    It would require some work in the JS code to swap out the current texture with a new one to do the skinning you are suggesting. Certainly a do-able task.

    Cheers

  • kmoon11 it would take away the biggest advantage of the competition software

    The editor should also support the ability to load and test different character skins

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