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JethHoust

48
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18
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A member registered Oct 05, 2022 · View creator page →

Creator of

Recent community posts

Yes, this is the effect. It turns out that you need to spread the creation of objects in different event strings. Thank you.

(2 edits)

Good time. Is it possible to load multiple atlases into one scene? I install the following atlas and json with a different number in another object, but only one atlas is loaded in two objects.

I think these are the instructions that I need. Thank you.

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I'm trying to do this, and I'm writing this because I can't find the commands or tools to implement it. I see that there are SpineEvents, but I can't see how to operate on the id on the previous value.

Within the framework of a single id, I can interrupt the animation. The question is the ability to switch id from 2 to 1. I don't find the tools for this.

At the moment, if id 2 is playing, then 1 is completely blocked.

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Good time. I noticed that the animation channel with a superior id overlaps the previous channel. Is it possible to reset to the previous channel?

This will avoid separating the animation into different parts to run on two channels at the same time.

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I tried to operate on it. But the point is to play at the same time. Combining channels to global values by holding down a key is the solution. It would be nice to make this case into a built-in function. This allows you to control the character in real time, combining any actions.

They work. A solution in a set of global values. For each animation channel. Example below.

Thanks for the tip. The solution turned out to be simpler. Each animation channel needs its own global value. Keys and time doubtfully play a role, I tried different things. It remains to figure out how to reset the animation to inactivity.

https://skrinshoter.ru/vMvKyPAIiQV?a

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It seems that the problem is hidden in the launch by holding the button of different animation channels in parallel. For example, when I need to combine the animation of walking and aiming at the same time. They conflict.

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Sent. I managed to freeze the frame with the engine tools. This is achieved by separating the start by pressing, and playing on other triggers. But then there is a problem with the cancellation of the animation, and their alternation.

(9 edits)

can I find out about the track id and the timing of the animation? I'm trying to control the animation using the clock hand. The animation plays at half the amplitude, despite the full time range. Other animation channels by holding the key also move by half the amplitude, regardless of the speed of movement. There is a great lack of a proper animation game for holding the default key, and not an endless launch attempt.. Also with the freeze of a specific animation time. Or, if the solution is not simple, a detailed guide. By trial and error, it is not possible to find a solution.

https://skrinshoter.ru/vMvzblYxt7n?a

https://skrinshoter.ru/vMvyDzzUIDp?a

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I see the code, maybe my project will work. There is such an alternative as a forced animation update by timer. But I need to find the time for each animation.

is it possible to make the animation cycle playback by holding the key, and not a one-time press? Right now it works like a constant startup, and looks like freezing.

I'm using this version. The changes did not affect my computer. Thank you for your response.

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the problem was solved by manually adding the engine to the binary space, followed by extraction into the level. It's probably worth pointing out as an alternative.

I found it, thank you.

(3 edits)

Thank you. I thought it was possible to use this to paint a part, not the whole object. Figured it out.

(2 edits)

I was looking in the instructions for how to set the RGB coefficient to replace the color, and tried manually. I see that there is an option. But I didn't understand how to do it in the event editor. I can only hide and show objects.

(5 edits)

I am able to assemble your project properly. But when I transfer from it to the new one, it stops working. It also doesn't work if I transfer my material to your project. It looks like my program or computer can't create a relevant project or material initially. Some of the system configurations allow the utility to work only partially. The situation repeats on different computers and engines. It looks like the reason is at a low level of the system.

I also found that when transferring a scene to another project, the file does not detect itself. We have to hand replace it in the event editor with another one, then back.

It seems to me that we need to find a requirement for spine files.

(2 edits)

I send the archive. The unicode test_ext38 did not help.

I have collected my own and your animations at the same time inside your example project. I found that after the build, your json, atlas, png works, but at the same time it tries to detect my json, atlas, png from the outside. Maybe I need to know the exact json settings when exiting spine.

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I'll check later. My foreign assistant can't download it yet. (I'm in Russia)

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I tried to build your project specifically. The result was sad identically. That is, the complexity of the project does not solve. The program or add-on does not work specifically in this function, but it works in the rest.

I have already encountered the lack of DLL in Runtime.I installed it forcibly, and this solved the problem. But the game eventually turns to external sources anyway. Placement in the catalog on (C:\Program Files (x86)\Clickteam Fusion 2.5\Data\Runtime) also did not bring a solution. Placing the DLL in C\Windows allows the project to work as well. But later it accesses the external directory anyway. It looks like there are no communication options left.

I checked UnPack builds the DLL into modules. But the game continues to search for an external resource the same way. It's desperation.

(4 edits)

Checked DLL access and administrator rights. Unfortunately it doesn't work. This is probably the problem of the program exporter, since the rest of the extension functions work. What is the version of the engine during development?  I checked 294.14 and 292.22 where the results are the same

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I'm sorry, I made a mistake with the address of the library.But I fixed it and it still doesn't work. Does the build, but still searches for external files. How can this be solved? Is the reason possible in the revision of the engine?

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My project after the build (DX11) still tends to external libraries. I see that you have an assembly implemented. Do I need specific actions to build? 

it works. Thanks for the speed of response.

At the exit from the previous level, "create spine data" crashes the application. At the same time, the launch of this level separately passes normally. How to get around this problem?

I understand, thank you

Good time. Is it possible to open a password-encrypted, from prying eyes, archive with resources? (atlas, json, png)

it worked, thanks a lot

(3 edits)

Surface no loading not in screen. How to fix it? The canvas is scaled, but pixels are visible.
https://skrinshoter.ru/vMhRMC79Azc?a

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It seems the root of the problem is the spine version. Is 3.8.99 supported? I noticed that the atlas file has different properties than the reference one.

Thank you.

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In this case, we are talking about the path to the atlas file. He doesn't understand my path and file name. Perhaps there are special rules for specifying. Right now writes "failed to load atlas", "Failed to loadSkeletonPool",  "Failed to CreateSpineData". I repeated the actions on the display as in the reference.

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Can I find out how to use the commands of this extension? (The expression editor doesn't understand them). I'm trying to edit functions like directory selection, but the expression editor doesn't display them.

There really were no files. The problem is solved. I think it's worth noting in the readme. Thank you for the work done.