Spriter C3 Addon (8-16-2021 Bug fixes)

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  • posting just so this post don't go off for replies.

  • Hello all!

    Had a problem with the animation through the plugin Spriter after the transfer of the game from C2 to C3. In C2 everything worked correctly, but in C3 not looped animation is sometimes played not to the end.

    In the animation, the sprite changes its angle from 0 to 80 and goes back to 0. When checking through the inspector noticed that the value of the sprite angle after the animation is not 0. And the values are different each time from 0.08... to 15.31...

    Does anyone know what the problem may be?

  • Is anyone else still able to use this plugin? On the latest plugin version, C3 beta version, and spriter version, dragging a zip file into c3 imports the .scon, creates a blank .scml, but imports no sprites. If there's a different combination of c3 version/spriter plugin version that would work better, please let me know!

  • Is anyone else still able to use this plugin? On the latest plugin version, C3 beta version, and spriter version, dragging a zip file into c3 imports the .scon, creates a blank .scml, but imports no sprites. If there's a different combination of c3 version/spriter plugin version that would work better, please let me know!

    Bumpity bump, really hoping I can find a solution for using spriter in c3. I had it working in c2 years ago. If the plugin is incompatible, has anyone had success using the spriter.JS library in construct?

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  • Is anyone else still able to use this plugin? On the latest plugin version, C3 beta version, and spriter version, dragging a zip file into c3 imports the .scon, creates a blank .scml, but imports no sprites. If there's a different combination of c3 version/spriter plugin version that would work better, please let me know!

    I'm honestly running into the same issue too. I saw one person mention that if you change compatibility settings to flat instead of files helps fix the issue, but I've had no such luck. It's almost like one of the latest updates to C3 interrupts the whole import process, which is really upsetting. I just thought there would be more people talking about this, so I hope it's actually just a small issue I'm overlooking. My more recent project relies heavily off of spriter builds so this has kind of thrown a monkey wrench in my entire project. I'll start a new topic in hopes that this gains traction.

  • make sure you've ticked all of the options on Files > Other files action > Custom save action > tick all of them.

  • lucid animations with sounds not importing in construct 3 properly. events are not being added, containers also not being added

  • Quite some things are not working for a good half a year now. As well as the Spriter Object in Construct. I have switched to animating my art with the timeline instead, eventhough Spriter is better, but it just doesn't work. Only the Spritesheet exports really work well unfortunately and that's just not a viable option due to the size.

  • Just one thing I noticed: in my game, when I turn off the framerate modality: "V-synced", some weird very short glitches between the animations of the Spriter Object go away

  • Just one thing I noticed: in my game, when I turn off the framerate modality: "V-synced", some weird very short glitches between the animations of the Spriter Object go away

    vurzu thanks so much for posting this, I encountered these C3 Spriter animation glitches about a year ago too. Your suggestion fixed it, cheers!

  • Just a follow up on that last post...

    According to the C3 manual, it is advised to only publish C3 games using the "V-sync" option for Framerate control.

    I'm not sure why Spriter animation glitches are occurring at the end/last keyframe of

    animations in C3 as it is not an issue in an identical build of projects in C2.

    Anyway, there is a work around or two.

    One method is to duplicate the last keyframe in your animation.

    In your animation timeline leave a 100 ms between your last 2 (identical) keyframes.

    Then in C3 call your next animation 50ms before the end of the next animation.

    For example, use a fall animation called "Fall" 500ms long. Call your next animation, lets say "Falling_Loop", when "Fall" is at 450ms then call "Falling_Loop". ("Falling _Loop" can just be the same as the last frame of Fall for continuity.) That will avoid the last frame and the potential last frame jank that is happening with Spriter in C3 v-synced.

  • For devs/users saying spriter doesn't work, you should check out

    the Brashmonkey Basic Platformer Engine.

    https://brashmonkey.com/forum/index.php?%2Ffiles%2Ffile%2F120-basic-platformer-engine-for-construct-2-or-3%2F

    The paid version is well worth the price, but they also have a free

    essentials version you can check out.

    https://brashmonkey.com/forum/index.php?/files/file/121-basic-platformer-game-engine-for-c2-or-c3-essentials/

    Make sure to run Construct 3 with the following change:

    Go to Compatibility settings > Export file structure > set it to " Flat".

    (I can confirm the paid version works well in both C2 and C3 and you can learn a lot from it, particularly if you are a novice, if you spend some time with it that is.)

  • I've also seen some devs/users saying they are having an issue from a few years ago return, with black lines on the outside of the separate image parts from their texture atlas or images folder.

    There is a new setting in C3 you need to change. Click on the main Spriter object (the object where update the scon file/ set starting animation and entity etc.)

    Go to your Scml object > Blend Mode > change to "use effects blend mode". Those pesky black outlines should now disappear!

  • 6-26-2024

    • Fixed a long standing bug where alpha values weren't multiplying correctly resulting in odd rendering in self-draw mode
    • Changed the default value for blend mode to use effects blend mode. This value should always be used, but we will keep the option in there to avoid breaking old projects
  • 6-26-2024

    • Fixed a long standing bug where alpha values weren't multiplying correctly resulting in odd rendering in self-draw mode
    • Changed the default value for blend mode to use effects blend mode. This value should always be used, but we will keep the option in there to avoid breaking old projects

    so glad that you're still in sight

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