Spriter/C2 - (9-16-2019 - bug fix)

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  • thanks for the bug reports squidget

    And everyone else, fixed that flip/mirror bug. Turns out it was only happening to projects with bones, and I kept testing with a non-boned project. Lesson learned:

    <font color="red"><font size="3">update 3/29/13:

      <img src="smileys/smiley38.gif" border="0" align="middle">Bones now work with the latest version of Spriter beta <img src="smileys/smiley38.gif" border="0" align="middle">Fixed a bug where boned .scml animations weren't flipping properly through scale ratio action

    </font></font>

  • Just tested it in my project. Flipping seems to work correctly now (or at least, the parts are lining up properly) but it's also introduced a new issue. When I actually scale my boned project each of the parts seems to scale 'twice.' For example, if I set my scaling to 0.2 the entire sprite and all the parts are scaled down to 0.2, and then the parts are scaled once again to 0.2 (making them 4% the original size.) This seems to happen even if the parts are not flipped.

  • <font color="red"><font size="3">update 3/29/13:

      <img src="smileys/smiley38.gif" border="0" align="middle">Bones now work with the latest version of Spriter beta <img src="smileys/smiley38.gif" border="0" align="middle">Fixed a bug where boned .scml animations weren't flipping properly through scale ratio action

    </font></font>

    Just tested it in my project. Flipping seems to work correctly now (or at least, the parts are lining up properly) but it's also introduced a new issue. When I actually scale my boned project each of the parts seems to scale 'twice.' For example, if I set my scaling to 0.2 the entire sprite and all the parts are scaled down to 0.2, and then the parts are scaled once again to 0.2 (making them 4% the original size.) This seems to happen even if the parts are not flipped.

    Thank you. Fixed

  • This is really fantastic stuff! And it all seems to really be coming together! You're fixing issues extremely quickly, and the multiple timelines are fantastic for adding more subtlety and freedom to my animations. Thanks a ton for this awesome tool!

  • Agreed, this is very impressive. Thank you for the fast fixes, they are a huge help for our project. :)

  • lucid Thanks for all the updates! One issue I am seeing is trying to install the new version of Spriter I get this error:

    "The Program can't start because QtOpenGL4.dll is missing from your computer. Try reinstalling the program to fix this problem."

    This is on Windows 8. All releases up to this point have worked fine, this one just won't install as it keeps giving me that error. This is the link I used to try to download the latest version from your post:

    dl.dropbox.com/u/1013446/SpriterReleases/release/beta/publicDaily/Spriter3-29-1823.exe

  • My mistake. To use those daily updates, you must first have the latest beta release installed.

  • BluePhaze a mistake I made was not putting it in the Program Files\Spriter folder. Throw the exe in there and run it from there and it should work (so long as you've installed it outright at least once). Unless this is something different...

  • ok, things are working better. I have a question regarding Spriter plugin development.

    My game has the main sprite/bone animation. The template animtion is going to be a blank white uncoloured dragon.

    Player will then be able to choose which dragon appaerance they want. I'm hoping to launch with 12 colours.

    in c2, how can I change the white dragon sprite files

    from

    dragon/template

    to

    dragon/red/bland

    or

    dragon/red/metalic

    dragon/red/neon

    dragon/blue/bland

    dragon/blue/chromatic

    dragon/blue/neon

    each folder will have there own dragon sprites. but I believe Spriter allows for a kind of doll dressup. I must be missing some thing, but I'm not sure how to do it.

  • jayderyu Can't you just create multiple animations and then swap out the images in each one accordingly? Spriter lets you swap images at any point in an animation.

  • lucid , ok about why i'm saying this program is getting hard its just the timeline .... i have tried somethings on it and it keeps going weird to weirder , like for example if i made a keyframe lets say in 40 and moved it to 65 and made a new keyframe on 40 then you will see that there is no tween between 40 and 65.

    also i don't know why if i do a new animation i should re-put all the character parts again and again and i have tried to re-put the bones but failed i must do new bones any way to fix??

    also this is another wierd thing is that if i made my animation as a 1000ms but i used just 600ms then i see after the 600 there is a tween i don't know how to delete it o.o

    and the most weird thing is when i do for example an animation with 5 keyframes and i want to delete them they keep deleting the bones and the sprites and if i deleted all the keyframes except the first one ill end with just bones with the head sprite (resized into weird size)....

    lucid i just hope this timeline get fixed with must simpler use , i have seen a program called : spine it has a good timeline but bad animations and bones setup and spriter is the oppsite ^^ also i hope your timeline doesn't go like flash timeline which has alot of weirder things :(

  • zsangerous, sounds like you're describing bugs. We're working on a few timeline bugs. When I fix those bugs over the new few days, you should be able to ignore the extra keyframes per timeline, and just use the diamonds in the same way as the previous Spriter, but if you choose, the extra timelines give you more flexibility.   Also, we'll have some tutorials soon. Thanks for the feedback.

  • lucid

    Perfect. Your update to Sprite C2 plugin fixed the weird animation blinking issue I was having. I think that 3D Studio Max has quite good interface for animating. You can toggle autokey on, and then anything you move will create a key frame. You can also create keyframes manually when you want. In spriter I can't move anything without creating a keyframe. I would like to reposition my whole character at the middle of the cross, so that it would rotate correctly in my game.

  • jayderyu Can't you just create multiple animations and then swap out the images in each one accordingly? Spriter lets you swap images at any point in an animation.

    Well while I can do it the hard way for this game. It seems the least elegant solution right now with no option in the plugin.

    As it stands all players play a dragon. The dragon has 10 animation.

    I'm using an un-coloured dragon as a template.

    Now I know in Spriter I can duplicate the Entity, then swap out the images. It's a awesome feature. This can of course will take a lot of clicking as the dragon is composed of 15 pieces, 12 dragons, 10 animations. If this is the way to go for this game. Then so be it.

    But Spriter is supposed to inherently allow image swaping at runtime. Which means that I only need to do the the uncoloured dragon once. Then at run time swap the images of uncloured to the coloured images. But I don't see anyway to do that in the Spriter plugin.

    While This is ideal. This game doesn't let player customization. It's all in packs. However my next game i want swapable weapons, hair, body parts, clothing and so on. So taking advantage of the feature now would certainly be desired.

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  • jayderyu Yeah, from what the spriter videos and update info show, it looks like skinning, etc... is on the drawing board for the production release...

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