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

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  • The plugin and sprite imports work fine for me on pc, I havent tried it on cocoonjs yet. But I am having trouble trying to resize the sprites after putting them in canvas. It seems to be kept at a specific size even when I click add action set size, and set the size to a certain number.

    Does anyone know how to properly set the size of the sprites made from spriter?

  • cosmos10040, sorry for the late reply. Was at Thanksgiving celebrations with the family, but retrodude is correct.

    retrodude, because you can animate width and height changes in the editor, part of the animation is setting width an height every tick. To override, your width and height changes should take place every tick as well. For example:

    -Every Tick

    -----set Spriter_hand width to 1000

    If anyone has ideas they'd like to see integrated to add more flexibility with things like this let me know. For instance I can try to add something to let you find the x or y scale factor of a body part, that way if you make the arm 2 times the size, it can still grow and shrink according to the animation, but grow and shrink to the animated size x2, if that makes sense.

  • cosmos10040, sorry for the late reply. Was at Thanksgiving celebrations with the family, but retrodude is correct.

    retrodude, because you can animate width and height changes in the editor, part of the animation is setting width an height every tick. To override, your width and height changes should take place every tick as well. For example:

    -Every Tick

    -----set Spriter_hand width to 1000

    If anyone has ideas they'd like to see integrated to add more flexibility with things like this let me know. For instance I can try to add something to let you find the x or y scale factor of a body part, that way if you make the arm 2 times the size, it can still grow and shrink according to the animation, but grow and shrink to the animated size x2, if that makes sense.

    OH alright! But wouldn't it be easier to change the sprite size in the editor then recopy the sprite file back to the canvas of construct 2?

    I was wondering if there was a way to update a previous spriter file that you place on the canvas? Because I often go back to the editor and fix a couple of my sprites and then I go back to construct 2 to replace my old ones by deleting the previous scml and sprite files because spriter documents don't overlap one another in Construct 2.

    My phrasings a bit bad but what i mean is lets say I have an animation that i already put in Construct 2, and I have set a bunch of events to that sprite and scml file. Now the problem is if I wanted to replace that spriter animation with a new one I just made, with the same name, I would lose those events related to the current spriter file.

    Is it possible to go back to the editor and update that animation then overlap my previous spriter file in Construct 2s canvas?

    Im not sure if that makes sense, if your confused then just tell me

  • cosmos10040, sorry for the late reply. Was at Thanksgiving celebrations with the family, but retrodude is correct.

    retrodude, because you can animate width and height changes in the editor, part of the animation is setting width an height every tick. To override, your width and height changes should take place every tick as well. For example:

    -Every Tick

    -----set Spriter_hand width to 1000

    If anyone has ideas they'd like to see integrated to add more flexibility with things like this let me know. For instance I can try to add something to let you find the x or y scale factor of a body part, that way if you make the arm 2 times the size, it can still grow and shrink according to the animation, but grow and shrink to the animated size x2, if that makes sense.

    There was one thing that I think would be pretty awesome unless you can already do it.

    Being able to set actions to each individual part (such as the torso). That way if you had a boss you could make the boss have body parts that spawn more minions or something like that through the torso.

  • the issue with reimporting the animation again without losing events is something I've discussed with Ashley, and he said he hopes to work in a solution in a future version of c2.

    as far as the being able to set action to each body part, you can do that now. It's why we went with individual sprites instead of the original plan to have the one plugin draw everything.   Also, the import process puts all the sprites in a folder for you, and they are all in a family, and a container together, so if you have a condition that picks any of the parts or the scml object itself, the rest of the parts are automatically picked.

    The short answer, is you should just be able to create actions with the torso sprite object as if it were just a normal sprite (because it is)

  • the issue with reimporting the animation again without losing events is something I've discussed with Ashley, and he said he hopes to work in a solution in a future version of c2.

    as far as the being able to set action to each body part, you can do that now. It's why we went with individual sprites instead of the original plan to have the one plugin draw everything.   Also, the import process puts all the sprites in a folder for you, and they are all in a family, and a container together, so if you have a condition that picks any of the parts or the scml object itself, the rest of the parts are automatically picked.

    The short answer, is you should just be able to create actions with the torso sprite object as if it were just a normal sprite (because it is)

    Its true that it is a normal sprite and the actions should work on each body sprite, but it seems whenever I create an event and then choose to add an action, the body parts don't show up in the add action menu.

    To better explain this (I can take a screenshot if you want):

    Event: Group "enemy" is active

    *then when i click on the add action button all the sprites are there EXPECT the body parts imported from spriter

    So I can have other objects spawn the imported body parts in the container but I cant have the imported body parts in the container spawn any objects as the imported body parts dont show up in the add action menu.

    Did I import the spriter document the wrong way? Or is there another method to doing this using the family to call onto each part then link it to an action?

  • they should be in a folder.

    here I'm adding a condition

    <img src="https://dl.dropbox.com/u/1013446/SpriterReleases/release/c2plugin/instructions/folder.PNG" border="0" />

    after double clicking the folder named after the spriter object:

    <img src="https://dl.dropbox.com/u/1013446/SpriterReleases/release/c2plugin/instructions/folder2.PNG" border="0" />

  • they should be in a folder.

    here I'm adding a condition

    <img src="https://dl.dropbox.com/u/1013446/SpriterReleases/release/c2plugin/instructions/folder.PNG" border="0" />

    after double clicking the folder named after the spriter object:

    <img src="https://dl.dropbox.com/u/1013446/SpriterReleases/release/c2plugin/instructions/folder2.PNG" border="0" />

    Dam I feel really stupid right now lol...

    But seriously thanks alot <img src="smileys/smiley4.gif" border="0" align="middle" /> I didnt realize it was in a folder

  • Tried out Spriter yesterday and the pricepoint right now is a no brainer purchase, very impressive!

    I'm just having trouble getting my scml file to import into C2 properly for the simple test animation I tried. I've got my plugin in the right directory and everything works great and is named in Spriter.

    However in C2 I get an error and the object folder for the scml file is empty. The same thing happens using the example monster file.

    Thanks for any help on this!

    <img src="http://i.imgur.com/rML7C.jpg" border="0" />

  • Tried out Spriter yesterday and the pricepoint right now is a no brainer purchase, very impressive!

    I'm just having trouble getting my scml file to import into C2 properly for the simple test animation I tried. I've got my plugin in the right directory and everything works great and is named in Spriter.

    However in C2 I get an error and the object folder for the scml file is empty. The same thing happens using the example monster file.

    Thanks for any help on this!

    <img src="http://i.imgur.com/rML7C.jpg" border="0" />

    On the editor you have to rename all parts.

    1st. Go to your left side menu on the spriter editor

    2nd. Look for Bone Heirachy and click on it

    3rd. Look for an eye with an x on the top of the menu and click on it (or it might just be an eye without an x)

    4th You will get parts with names like Torso.png

    5th Double click each part and rename it

    Im not sure if you have to keep the .png at the end of the image but normally I take take off the .png at the end.

    So something like Torso.png is renamed to Torso

    Once you have done all of this recopy the file back to Construct 2's canvas

  • Thanks so much, works perfectly!

    I think I misread that everything in the bone structure had to be named instead of re-named. Awesome.

  • Hey Lucid would it be possible to get spriter up and running for cocoonjs? I tested it out on my sony xperia on cocoonjs and the sprites pop up but the animation itself doesn't seem to work on mobile phones.

    You think you could fix this? or am I doing something wrong?

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  • I'll have a look, and see what I can find

  • will we be able to have 2 (or more) seperate spriter scml on the same screen at once?

  • bjadams

    I test it here and it works!

    NRA

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