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g3nki

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Everything posted by g3nki

  1. Hi! This might be a silly question, but I have had a REALLY rough time figuring out a solution of how I can spawn sprite objects in Construct3 from several instance of the same Spriter Object, does anyone know here on the forum? This is my scenario: Player uses "Slash"-sprite to hit "SpriterObject", then I want to spawn a "Hit"-sprite (+animation). I tried this: - "Slash" on Collision with "SpriterObject" > Create "Hit" at SpriterObject.X & SpriterObject.Y. This works as long as you hit a single instance of the Spriter Object. However, if two objects are caught up in the "Slash"-collision at the exact same frame. Only the last instance will get a "Hit"-sprite created. In comparison, C3's "Sprite"-object has a built-in function called "Spawn Object", that fixes this issue. HOWEVER, This feature is not available for Spriter Objects (I'm using the drawSelf export to C3). I found a solution by creating the "Hit" object at SpriterObject > On Created, and adding "Hit" as a child to the Spriter Object, then replaying the animation every time "Slash" hits. This actually works. But it isn't really a solution, because, what if I want to spawn projectiles from multiple instances of a spriter object? In case they want to spawn on the same frame, only the last one will spawn a projectile. It would be great if the plugin offered a "spawn object"-function similar to C3's Sprite-object does Perhaps there's already a much better way to do all of this? I might have been overthinking and making over-complicated workaround solutions? But I have been struggling with this for quite a while.
  2. (Since the search function didn't work for me I unfortunately had to create a new topic.) Hi Brashmonkey, I need urgent help with importing animations into Construct 3. Previously I had a workflow in Construct 2 that would just overwrite the same animation whenever re-imported. Now however, with Construct 3. It will create a duplicate entity every time I import an animation. This is catastrophic (no pun intended, my game is about a cat) xD, because I am completely stuck. I can't remove old entities every time I import. Because along with the animations also comes all the connected events. I made a quick video about it (without re-takes). I'm not a native speaker, but I think it's quite clear. I use the multiple sprite import approach in a new project. I also showcase my main project, which is very ambitious: http://pixelshade.se/forums/brashmonkey.mp4. I'm quite stuck currently since I can't continue with enemy design, without enemy design I can't really continue level design and I can't do cutscenes or update movement patterns... I have a demo that needs to be sent this year to a potential publishers and investors. Its quite urgent. I hope you guys could help me out. and of course anybody else having the same issues. Kind regards /Dennis - Pixel Shade
  3. Hi Mike! I tried both linear sampling and point sampling, but the result was the same. however! It was actually due to the pixel rounding option. Sorry for not realising that before posting in the forum section. :???: Spriter is working flawlessly. and the fault was my lack of experience in Construct 2. :oops: The trees look much better now! Now I only need to work with the animation. making them look pretty Thank you for being so helpful!
  4. Thank you for the quick response Mike. Unfortunately it doesn't have anything to do with linear sampling. I have exported an example-project for you: http://pixelshade.se/project_catnip/animation/ Using descrete movement on the branches make them look a bit twitchy. It's probably me doing something wrong, or perhaps I need to rethink my way I am animating the trees? :) (If I downscale the trees the animation looks even more twitchy)
  5. Perhaps it's because I am new to spriter, but I'm having problem making descreete animations due to the lack of sub-pixel rendering (after importing vector animations through the scml-plugin to Construct 2). I was trying to make a nice tree movement with tree tops and branches doing slight rotating and strechy movement. Unfortunately the animation got really clunky once imported to Construct. The braches only switched position once they reached a change of one pixel. with an animation playing for 3 seconds with only a couple of pixel change to it, it looked worse than a static tree object. I don't know if it is me lacking knowledge or if Spriter doesn't have support of creating sub-pixel animation exports to Construct 2. Any help would be gladly appreciated, or if the ability is missing, will it be possible to add sub-pixel rendering in the future development of the scml-plugin? :) If it's not, I won't complain. It's more of a nice-to-have feature, but it would really make the vector animation look georgeous.
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