Yay! Welcome to the forum and congrats on the progress you’re making on the game!
I was expecting this to work.
Yay! Welcome to the forum and congrats on the progress you’re making on the game!
I was expecting this to work.
I just tried now to remove the collision object, and that code works.
so looks like game object with physics and spine works weird together.
Ah, yes, there’s a bug with collision shapes becoming upside down when rotated (DEF-1117).
@Mathias_Westerdahl has promised to take a look at DEF-1117, but no guarantees that we’ll release a fix in the next release.
@britzl ok! for now I see the alternative in using 2 gameObjects: one for SpineModel, other for CollisionObject.
progress:
made all items from list above and for characters I use collection with spine component and gameobject with collision object. Then in update of the first:
go.set_position(go.get_position(self.linkBody), PATH_SPINE)
Very big thanks @ross.grams for the help in development of Predictive trajectory line of GameObject
what is next:
What is the scale manager supposed to do? There are camera extensions in out Asset Portal that will help you set up your screen in a way that works on many different screen resolutions and aspect ratios.
now i’m using your defold-orthographic camera. Is the orthographic camera in Rendercam can do same things? I see follow, shake, but is there deadzone for camera also?
Yes, I believe the feature set is very similar. I think Rendercam has a recoil() function as well, but that could easily be added to defold-orthographic as well.
as I understand recoil() function need for shake effect. right?
I’m looking for camera.deadzone and camera.bounds in Rendercam or scalemodes in defold-orthographic…
The recoil function is kind of like a camera shake, only just in one direction. Deadzone and Bounds features are in-progress (they work fine, just not for all the camera types that Rendercam supports) thanks to @selimanac. Use https://github.com/rgrams/rendercam/archive/dev.zip as your dependency link if you want to try them out.
I only have one android device for testing, so I honestly don’t know how well Rendercam’s scale modes work on devices with different resolutions, but I will try to fix things if they don’t work as expected. (I’ve tested them pretty thoroughly with variable window sizes on desktop.)
nice! okay I will re-write the camera in my game and will test and inform a result.
How does the scale modes work in Rendercam? It sounds like the same as one of the predefined projectors of defold-orthographic.
Rendercam has four scale modes:
On the asset library page I have some demo images for each mode (though the difference can be subtle).
Ah, I see. So that’s equivalent to this config value for my camera: https://github.com/britzl/defold-orthographic/blob/master/README.md#projection-hash
Those are the predefined ones but you can also provide your own function to calculate the projection matrix: https://github.com/britzl/defold-orthographic/blob/master/README.md#cameraadd_projectorprojector_id-projector_fn
I probably need to simplify the docs and provide nice looking pictures just like you did…
@britzl yes! projection FIXED, looks like the Fixed_Height in Rendercam. that’s I need.
but it would be useful to add main projections such as Fixed Width for example.
@ross.grams I’ve tested today your camera. all works fine. only one issue with the order of arguments:
in docs:
rendercam.set_bounds(left, right, top, bottom, [cam_id])
but in the rendercam.lua:
M.set_bounds(left, top, right, bottom, cam_id)
same with set_follow_deadzone function
Thank you all guys!
whooouuups . . . good thing that’s still in the dev branch. I will fix it first thing tomorrow!!!
OK, I fixed it so it’s consistently: left, right, top, bottom. I made a separate branch, I suggest you switch your dependency link to this: https://github.com/rgrams/rendercam/archive/2.0Beta.zip - since I may make more breaking changes on the ‘dev’ branch. Thanks for testing!
new progress, all gameplay features and levels are ready.
also added GUI, paused state, finish/win popup, music, voices. sfx in progress
in to-do-list:
It was a while but we are back with news!
We finally did it!
Our team:
Martijn Kunst - producer
Stanislav Borisov - art, animation
Endel Dreyer @endel - backend with Colyseus framework
Anton Karlov - GUI work
Me (Nikita Borisov) - gameplay, custom physics engine
We are so exited about working together, everyone did his job with passion and active input.
It was 2 years of pain and blood (estimated 6 months lol) But lesson learned - better to do good planning in advance. And now it’s fun to see now the progress from first message on this topic and look back into history.
Let me know your feedback!
We plan release for mobile in 2020
Thanks a lot for Defold team for this amazing engine.