justifun's Forum Posts

  • I much prefer animating with spine, its way more intuitive for me. Spriter is a pain in the butt for me to use.

  • One way to approach it is to separate out each animation to play only when a specific set of events is true.

    eg: play the crouch walk animation if the down and left keyboard buttons are pressed.

    which would look like

    keyboard On Left Arrow is Down-> play crouch walk animation

    keyboard On Down Arrow is Down

    repeat this for each and every type of unique movement you want the player to do.

    To transition between them nicely, you will also want to make use of the "on animation crouch walk" is finished events.

    So after you are done crouch walking you might trigger the play "stand up" animation so it looks nicer and doesn't just POP into place.

    so that would look like

    PlayerSprite On Animation "crouch walk" finished -> PlayerSprite set animation to "standup" (play from beginning).

    If you find that animations are interrupting each other....

    For example. if you player is playing a falling animation and you press left or right and that makes him start walking again in the air. you can make use of the "is playing animation" event. and then invert it and make it a "is NOT playing" event condition

    eg:

    keyboard on key down "Left"

    (a second condition) PlayerSprite is NOT playing animation "falling" -> play "walk left" animation

    this way the "walk left" animation will only play provided the "falling" animation isnt currently playing.

  • flyovergames is working on a spine plugin! It can be found here: http://www.github.com/flyover/spine-c2-plugin

    Current Features:

    Importing a character rigged and animated in Spine

    FFD Mesh support

    Animation clip switching

    Skin Switching

    Speed Playback Control

    *NEW* Stepping Control

    *NEW* Event Timeline Support

    *NEW* Still image representation in editor view

    How to use----------------------------------------------------------------------------------------------------------------

    1) Add the spine plugin to your Plugins directory and restart Construct, then add it to your layout.

    2) Export your animation from spine using the Export -> Json feature in spine, and make sure to check the box "Create Atlas"

    3) In construct, right click the "Files" folder in the projects window and click import files

    4) Import the 3 files that you just exported from Spine (ex: raptor.atlas, raptor.json, raptor.png)

    5) Select the spine plugin object from the objects window, or click it on your layout and in the properties window set the following:

    Spine Data URL: raptor.json

    Atlas Data URL: raptor.atlas

    Skin Key: (The name of the skin you want to start with) eg: default

    Anim Key: (The name of the default animation you want to play): eg: walk

    6) Press play in construct and see your animation in action.

    Try pinning the spine plugin object to a invisible sprite that has all of your player movement behaviors on it to make it move around.

    Tip: If you want an animation to play from frame zero when you switch to it through actions, make sure after the "Set Anim" action, to add a "Set Time (0)" action as well.

    Please consider using the donate link on the plugin page if you've found this plugin useful!

  • storage.cocoonjsservice.ludei.com/CocoonJSLauncher.apk

    I couldnt get it to load though on the ouya

    it starts then crashes.

  • ludei

    Ashley

    Steps to reproduce:

    1. Use any project

    2. or start a new project (normal template or concoonjs which ever)

    3.

    Observed result:

    CocoonJS app give error

    Alert!

    Javascript error!

    Error: createShader OpenGL error '1281'

    preview_cocoonjs_postlude.js, line (col undefined)

    This is either a bug in Construct 2 or a problem in a third party plugin or behavior - please report it to the developer.

    -This happens even with a brand new project and nothing added.

    Chrome works fine, but cocoonJS app running the lan preview breaks

    Construct 2 version:137

  • devsbuild.it/resources/type/article/coppa-what-consider-developer

    Is your game being developed for kids? Check out the new regulations for apps starting july 1st.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • eager to see what you come up with. just got my ouya today.

  • Another alternative if you don't have a mac, is to rent one online in the cloud such as macincloud.com

    its a $1 an hour, or they have other pricing options

    Since you are just using xcode to compile, you dont need it for long.

  • add this as a second event to your "on pickup coin" code

    set textbox.text = player.currentmoney

  • is your "run" animation set to "loop" and has a speed higher than 0?

    same goes the frame speeds of the individual frames of your run animation, they should have a higher number than 0

  • Change "start animation from current frame" to

    play animation "fall down"

    or which ever one you want it to trigger on contact.

  • Another solution might be to keep the units looking the same, but add a token or flag or some other item to the unit base (eg: a platform) or something indicating what team they are part of. Lets say you had a tank, and it was sitting on a red circle. That circle would be much easier to deal with changing its color than re-coloring the actual unit. So you could approach it that way as well.

  • You can do it 2 different ways.

    Either add another condition that checks if the touch is over the "left side screen box" or the right side screen box at the time of touch.

    or check its X position of the touch, and see if that's greater or less than half of the layout width.

  • Imagine a space ship that stays in the center of the screen, but the background is infinite space and you can "fly" (offset the background) and it would move based on the input from the player.

    do you have to constantly move the tiled background, and adjust its width/height based on the player's keyboard input? or is there an easier way to achieve endless space?

    thanks