Mikal's Recent Forum Activity

  • R0J0hound Great example, really smooth, looks great. I added a simple gradient overlay for another little bit of sense of depth. I really like this style of 2.5D using existing features. I imagine for C3, could also use Z elevation, but it may not add much or improve perf that much.

    It's also possible to do this 2.5D style project w/ my FQZ plugin, but I always like a plugin free method better!

  • LordKhaos Check out one of the plugin examples here:

    construct-static.com/articles/downloads/46217/c3-plugin-sdk-v1-8.zip

    For example, look in the drawing plugin c3runtime/instance.js and search for "Script interface." Let me know if you have further questions. Also, I'm always curious, what kind of plugin are you working on?

  • Here's the api I am going to start with:

    esotericsoftware.com/spine-api-reference (set worldX, worldY, etc.)

    en.esotericsoftware.com/forum/Setting-Bone-Positions-During-Runtime-13890

    I think that's all the info I need to add an ACE to control bone position. It's on my list to do, but I have not scheduled time for it yet.

    Also FYI, I am using the spine-ts runtime with this plugin.

  • wertt22 Thanks for looking at this and your interest in this plugin. I have found ways to control the bones via Spine API, but they get reset by animation updates / ticks.

    So, I need to create a system to reset the bones to the 'override' setting after each animation update. It's definitely doable, so I will look into it, but I don't have a schedule for it right now.

    Your idea is interesting, but Spine only reads the JSON once on initialization, so changes to the JSON after a skeleton is loaded will not have effect.

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  • Here's the basic formula for two color tint (you can also do it with non gray scale source image also, you can experiment with it.)

    Darker colors are more tinted by dark tint color, lighter colors are more tinted by light tint color. It does take some playing with to find good combinations though.

    texColor is the rgb color of the original texture. texColor.a is the alpha of the texture (used so we don't colorize transparent pixels.)

    finalColor = (1.0 - texColor.rgb) * darkTint * texColor.a + texColor.rgb * lightTint;

    The benefit is you can tint darker colors with one color and lighter ones with another color for more variety. It depends on your images though, if they are all one or two solid colors, then replace color might be the better way to go.

    I added an example Two Tint effect to my C3 effects pack, so you can play with it, if you want. If you don't have a key of my pack DM me on Twitter and I'll send you one (kindeyegames on twitter.)

    kindeyegames.itch.io/effects-for-construct

  • 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.

Mikal's avatar

Mikal

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Member since 22 Apr, 2016

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