Kestrel Moon Creature (animation software) runtime

Post your work in progress addons and get feedback

Post » Wed Dec 23, 2015 9:24 pm

Ok you should check out the creature forum and youtube page. A new starter tutorial on the Creature Construct 2 plugin has now been posted.

The video tutorial shows you how to load and switch animation clips in the Creature Construct 2 plugin.

Cheers
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Post » Wed Dec 23, 2015 10:33 pm

kmoon11 wrote:@R0J0hound Thanks so much for the help, I have credited you in the code for the plugin.

I have checked in an initial version onto my own GitHub. Please head over to the Creature GitHub page and go to the WebGL section to grab the new Construct 2 runtimes. I have added additional functions to do the following:
- switchAnimations
- setAnimationSpeed

This should be good enough to get started already. Will be recording a short tutorial video soon.

Cheers

This is an awesome development! :)
It's great to see Creature's developer stepping in and collaborating for the add on. Also having it available at github should make things easy for others to fork and contribute new code.
https://github.com/kestrelm/Creature_We ... creature2d

https://www.youtube.com/watch?v=XMUeBk5iV0s
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Post » Thu Dec 24, 2015 7:18 pm

I have done another quick update. Now it basically displays the image atlas as a preview placeholder when you add a new Creature object.

If anybody knows how to allow me to access the creature project json file in edit time, please let me know. That will allow me to construct a real preview.

Cheers
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Post » Thu Dec 24, 2015 8:28 pm

@kmoon11
The edittime is kind of limited. It can't access any other data other than an object's texture and the values in it's properties. The authors are currently making Construct 3 which is said to mainly be an editor re-write so perhaps it would be possible with that when it comes out.
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Post » Wed Dec 30, 2015 5:18 pm

Is it possible to interact with the animation or is it a case of using dummy objects to determine collisions?
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Post » Wed Dec 30, 2015 9:04 pm

@spongehammer
It does have a bounding box so you can collide with that. This can be shrunk in a later update to be exactly the size of what's drawn. The api also has an interesting function to see if a point is colliding with a bone. Outside of that it's probably not desirable to check for an overlap with the thousands of triangles used for drawing. So yeah, dummy objects would be best.
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Post » Thu Dec 31, 2015 12:19 am

Right, thanks for the clarification :)
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Post » Thu Dec 31, 2015 11:42 am

is there a way to swap character skins like in spriter/spine? That way one can reuse an animation on a number of enemies or have them swap armor
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Post » Fri Jan 01, 2016 5:30 am

Hello,

It would require some work in the JS code to swap out the current texture with a new one to do the skinning you are suggesting. Certainly a do-able task.

Cheers
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Post » Fri Jan 01, 2016 5:18 pm

@kmoon11 it would take away the biggest advantage of the competition software ;)
The editor should also support the ability to load and test different character skins
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