porcupine

  • 22 Şub 2022
  • 25 Haz 2020 tarihinde katıldı
  • NOW IT WORKS!!! kinda... Thank you <3
    Here, you can see the experiment.
    https://porcupine-parkour.hr/goblinwave/
    As you might have noticed, I'm more of an animator, not really a programmer, so I get hung up on basic things 😃

    There is also a fair number of errors and they seem to be connected to BBox

    Also, I found this in the example project, it's going to be very helpful in the future since I tend to resize things a lot.

  • Oh btw the test object didn't work with the new version of the plugin until I added a Bounding Box. Maybe it's a coincidence.
    **edit: Nvm it was the Enable Worker thing. Main project runs beautifully now <3

    Anyway, I did the Bounding Box and it didn't help, particles still reset to 0,0. I'm probably doing something incredibly stupid, but I have no idea what D:

  • It's me again with more stupid questions 😃

    I want a particle system on top of the staff, so it follows the staff. But I'm not sure I'm making the right syntax. Instead of X being on bone, X becomes zero 🙁

    The target bone is called staff_particles obviously.

    I also tried "root" and "torso1", it always turns to zero 🙁

    Interestingly, when I break the animation (like, remove it's name from the atlas, json etc), particle system stays where I put it. It doesn't become zero.

  • Oh... It might be also because I shrunk the root bone. Okay, that might make sense! Thanks 😃

  • Maybe I turn out to be dumb but... Spine object in construct doesn't have an origin. Is there some sort of origin within Spine that I'm unaware of?

    **edit: I'm guessing it's the center of the graph... but it's so weird and doesn't make sense or I'm doing something dumb.

    This is what it looks like in Spine. Root is in the absolute center, everything is above and left of it

    This is the setup in Construct. It is huge

    This is in-game. Mostly above ant to the right of the center

    This object is not a problem since it doesn't go anywhere. But some characters should run around later and it might pose problems if I have to just splatter huge objects everywhere :/

    **edit: Found out that's directly related to "scale" and "render quality" inside construct. If I put both to exactly 1 and "keep aspect", everything starts from the bottom-right of the furthest points of animation...

  • Yes, the exporter warned me about that. During development it's gonna be fine, I can easily change it later. But I am looking forward to having pretty pathways again, such as the smoke in this test

    https://studiospektar.hr/cavehikers/bigcity_test/


    I might be missing something, so I better ask. Is there a way for me to know where the character at it's default animation will be positioned? The position looks weirdly arbitrary. I would expect the root bone to be in the center or something. Is there a way for me to define the center in Spine, maybe?

  • As just discovered, support for Spine 4 is still being worked on, but that's not a problem. Just in case someone is a blind and stupid person, such as myself, here's a helpful tip. You don't need to search the internet and use weird commands with skeletonviewer.jar, you can just pick an export version in the export screen :zipper:

  • Here's another test. I wanted Vuvo the Cave Hiker to be a character for streaming over OBS. It requires microphone privileges to work properly:
    https://studiospektar.hr/cavehikers/facetalk_vuvo/

    When you talk, Vuvo talks. When you're loud, Vuvo starts hopping and talking angerly. When you are quiet, it has five different idle animations to entertain the crowd. Unfortunately, OBS won't display it as a web page in the corner. Oh well. I can always use it as an external program that is forced to be always on top 😃

  • I'm possibly missing something, but it seems that bones are drawn in the order of creation. Sometimes I make a setup of a character walking towards the right and bones of hands in front are behind bones of hands behind.

    I'm rereading what I asked and even I am not sure wth that means anymore D:

    In short, is there a way to change the draw order of bones (not slots or attachments) ? I understand if there isn't, I'm probably the only person in the world who asked about this :grinteeth:

  • Here's a stress test I did. You might notice that I have no idea what I'm doing, so that's the reason for most weird things such as the slight overkill with bones and vertices :grinfake


    Object's size is 672x465 but I shrunk the "Scale" in Spine properties to 0.5 because some animations went over the line. I'm guessing the default Animation should be the one that takes up most of the room.

    So, here's the test:
    http://porcupine-parkour.hr/spinetest/

    Most modern home computers that aren't state of the line rtx beasts handle 100-300 of these tricorn dragongoats (also called goacorns) animating at once without dropping under 60fps. Phones seem to handle 1-20 of them :grinteeth:

    In conclusio, it works beautifully for the things I will need when we start the actual development, I just need to prepare a bit better and I will chip in a donation for this lovely plugin, as soon as I bother to leave the house and visit my bank.

  • Is that mesh deformation I see? Not even Gamemaker 2 has that. Amazing work O_O

  • This series is exactly what I need. I glance over so many features, I often get shocked by those Tips on the starting screen, so I really need something like this to show me everything step by step instead of me learning it by my methods that often feel like a really stupid version of Montessori.

  • I jsut made this forum account to say thank you for making all this. I made a small prototype using the asset from our old game jam. I can't believe you can get this kind of smoothness in Construct :heart:

    http://porcupine-parkour.hr/cPeepers/

    If anyone's into building upon this (I'm not cool enough to do that), I could maybe use changing animation speed, so Peepers can accelerate smoothly 🙂

    Also, if anyone has an idiot-proof advice how to add occasional blinking (change eyelid to visible for a few frames every now and then), that would really help me make further animations more natural 🙂
    And no, I don't mean baking it into animation, I mean being able to make him blink within Construct, no matter what animation is running!