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JethHoust

61
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33
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A member registered Oct 05, 2022 · View creator page →

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Recent community posts

It worked, but the problem of multiplying transparency remained.

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Uploaded. Also, in a virtual machine (where the APK starts) there is a problem of multiplying transparency by alpha (contours connections).

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Good day. The presence of the Spine Extension object in the application gives this result after building the application and launching it on a smartphone. I tried all the options by brute force. I found out that the reason is the very presence of Spine extension. How do I make it work on Android? I have the latest plugin version. Version Android 9.0. and 11.0.

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Understood. It's strange that it was the lines that fixed the "set direct drawing".

I tried to leave this mode on, but with hidden lines, for this reason.

Thank you. It works great.

Thanks for the reply. I checked it out. Unfortunately, my project is not compatible with DX9. I would like to know how to remove the green border from the Debug draw surface area.

Good time. There is a problem with "set direct drawing" enabled. When overlapped by another object, the desired animation falls on the farthest layer. When "debug draw surface area" is enabled, this problem is solved. I see a solution to keep it on at all times. How can I remove the green border?

Do you have another way to communicate? My intermediary from outside Russia cannot always pick up the paid upgrade. These texts and the material in the comments also look strange.

I managed to send it, but there was not enough space for the apk.

I checked it out. Unfortunately, I didn't notice any changes. The result is similar to the previous one. There is no way to send the file, there is a size limit.

Thank you, I will keep in mind

Good time. When building on android, animations behave with varying degrees of randomness. Sometimes there is a display. Sometimes not. Sometimes they are upside down, or they work partially. I am applying examples. What could all this be related to?

https://skrinshoter.ru/vQQUXSZ0s0z?a
https://skrinshoter.ru/vQQarl8PdsE?a
https://skrinshoter.ru/vQQNepseInl?a

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

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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.

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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.

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

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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.

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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.

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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.

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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