lucid's Forum Posts

  • - I responded via email.

  • Just updater the scml plugin, error~~

    The image is broken for me, but I think I know the error you're referring to.

    If you're not planning to upgrade your project to the new method, please use this version of the plugin until I find a solution to the issue.

  • lucid - Thanks for the fix.

    Edit: The Spriter Animation still doesn't change opacity.

    Whoops, forgot to actually upload it. It should work now.

  • . K, the opacity thing is fixed. Will have to look further into the image/nametag thing. Don't want to use the spritesheet if possible, and haven't found a way to retrieve the name at edittime yet.

  • - not a noob question at all. I actually meant to add a feature to remove items like this if you manually choose to (there are cases where you want to save the images' set pivots for later), but now that you mention it, I never got around to it. If you want to send me your project to with a list of files that shouldn't be there, I'll see if I can manually remove them for you. As long as the project isn't too huge it should be doable. If I'm not able to, I'll make sure to get the purge unused images feature into the next build of Spriter.

  • rexrainbow - just stopped by to say, when looking through customer's capx's for support reasons, I often need to download your plugins. You're quite prolific! Also, this app is ridiculously useful. Keep up the great work.

  • BBaller1337, renaming in the z-order list does work correctly for me, even when loading your project

    , it shouldn't place images in the spritesheet unless it's included in the project for some reason, like if you set their pivot point or used them in a character map.

    Thanks everyone, glad you're enjoying the new build.

  • any good tutorials on best practices for collision boxes? Sounds like it's actually pretty confusing for a few users.

    BBaller1337

    mudmask - I don't think we have an in depth tutorial on collision boxes in C2 itself aside from what's in the tutorial thread linked in my signature, but it's actually pretty simple. First, the recommended method for doing something like using your entire character with platform behavior is just to pin the scml object to a dummy sprite (which is how it's usually done for regular sprites in C2 as well). If you want separate animate-able collision boxes, this works using the old method of importing. Import your project, and Construct 2 will create invisible sprite objects with the names of your collision boxes. Simply check for collisions the way you would on any sprite in C2, and since everything is in a group, it should automatically pick the correct instance of your scml object for further actions.

    Unfortunately, there are no plans to add collision boxes directly into the new direct drawing mode, as it's a bit of a slippery slope, where updates to C2's collision detection methods will always necessitate changes to the plugin's as well, and I would expect it to get messy and potentially cause performance issues. For anyone curious, there is actually a hybrid way to import now, which is a bit tedious, but I will explain it in case anyone wants to use direct drawing mode with collision boxes, or even with collideable sprites. First, save your project normally, and then save a spritesheeted project. Import your non-spritesheeted project the old way. Follow the old to new style project conversion steps, but this time only delete everything except collision boxes, and other sprites you want to test for collisions. This should self draw the animation, but also animate the separate sprites and collision boxes you kept. Keep in mind, the zorder will not place sprites correctly inside the self-drawing scml object, so it's probably only useful for making invisible sprite objects for collision detection.

    EDIT: lucid sent the e-mail

    Thank you. I will look into it and respond as soon as I get a chance.

    Looking for a method where the recolor is purely visual so it should reuse all the same other data, but without me having to update changes constantly, if possible. Let me know if you have any ideas.

    The best method is to recolor the individual images, and then use character maps to share the animation data and to switch colors on the fly in C2. A tutorial for character maps in C2 is in the main tutorial page linked in my signature, and more information about character maps in Spriter can be found under Help in Spriter.

    I remember seeing a post or something for how to preload animations (or something like it) to help the game run faster, but I can't find it. Anyone know what I'm talking about or just have some tips? I'm really struggling on optimization here.

    You can try the new method of importing, which has faster performance:

    My other question is if it's better to have a spriter object have a separate object for each animation (so in C2 an idle animation would be one sprite object and a run animation would be another one), or to have one object for all animations.

    It's best to have one scml file (and one scml object in C2) for each character (or machine, or any individual animated object).

    lucid - How do we spawn object by image point using this new plugin? Is there a new way? In the past plugin I made an image point on the separate sprites in order to spawn objects for example gun sprite on a spriter object to spawn bullets. Thanks.

    , you would have to use Spriter's action point feature. which let's you place named points, and optionally attach them to bones and animate them. The main tradeoff for using the new self-drawing mode is that you don't get the advantages of having separate C2 objects.

  • BBaller1337, I'll look into everything you mentioned.

    mudmask, we were able to replicate the issue. The issue was from projects created with the previous version of the plugin. The simple fix is to save your project (to a new filename just to make sure), and then close it, and reload it. After saving and reloading, it should work fine.

  • mudmask - Thanks, I will look into those bugs. And yes, you do have to edit the non-spritesheet versions and save as spritesheeted each you want to reimport.

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  • EDIT: If your project was created with an older version of the plugin, and you want to continue to use the old mode for the plugin, you will get an error when you launch C2. Please download this version of the plugin if you don't plan to convert your project to the new mode. I am checking into whether there is a way to get the edittime to load without errors even without converting, and if I can find a way, I will update the plugin accordingly.

    thanks BBaller1337, yes it supports all non-experimental features (everything except deformation), though sub-entities currently have a manual import process I can repost here if you need it.

    everyone - the performance mode/self drawing update is here

    It requires the new version of Spriter Pro (or auto-update your current version)

    The download for the plugin is here.

    Again, consider the new mode to be in a beta state, until it's had some time to get tested more extensively by the Scirra community.

    To use the new direct drawing mode. Use the following steps:

    • In Spriter, make sure your project is already saved normally.
    • Go to File|Generate spritesheets for project images
    • Select a different folder from your current Spriter project folder to save your spritesheeted project
    • Make sure 'padding' is set to at least 1 pixel or C2's linear smoothing will cause images to bleed into eachother
    • Make sure 'save spritesheeted project' is checked
    • Make sure 'save as scon' is checked
    • Make sure 'embed spritesheet info in project file' is checked
    • Make sure you keep the 'multiple spritesheets' setting to 'Never generate multiple spritesheets' (default setting)
    • All of the above settings (with the exception of the output folder) will be saved after the first time you use them
    • Create a new project with C2
    • Add an scml object in the same way you would any other C2 object (do not drag the scml file into your layout)
    • When the image dialog pops up (or double click the scml object to open it), choose the generated spritesheet image from the output folder you selected
    • In C2's project pane, right-click on 'Files', and select 'Import Files', and choose the scon file from the output folder you selected
    • Select the scml object, and in the object properties pane, for SCML file, type in the filename of your scon file
    • Set 'draw self' to 'true'
    • Run your project, and report any issues or bugs to this thread.

    To change your existing project to use the new direct drawing mode:

    • Follow all of the above steps until you get to the part where you would start a new C2 project.
    • BACK UP YOUR CURRENT PROJECT TO A NEW FILENAME IN CASE ANYTHING GOES WRONG
    • Remove all the sprite objects associated with your Spriter object from the project
    • Remove the previously generated initialization event from your project
    • Remove the previously imported scml and scon file from your project
    • Start from the step above where you double click your scml object to choose the spritesheet image
    • If your project was started with the previous version of the plugin you will most likely get an error when you run it. This has to do with the previous version of the plugin having no image. To fix this, simply save your project, and reload it.

    Enjoy! Hope this comes in handy.

  • Spriter 2 (and thus mesh deformation) has no ETA. The performance update for the C2 plugin (for Spriter 1) should be out this week assuming no unforeseen setbacks.

  • Please try what Mike said sman118, and if you think there's a bug preventing it from working, send us the project files to , so we can look into it.

    Will it be possible to simply over-write the Spriter files in the c2 project folder each time, or will they have to be dropped into the c2 editor for this to work?

    Yes, you will be able to overwrite the spritesheet and spriter files each time, rather than reimporting.

    everyone asking about mesh deformation. Trust me, I understand your eagerness and/or frustration with the wait, as it's been on my personal wishlist since before I was working on Spriter. Unfortunately, even though it probably seems like mesh deformation is almost done as is, for various reasons it will instead be coming to Spriter 2, which is still in very early development (and for those who don't know, will be a free upgrade for owners of the current Spriter Pro).

    Mesh deformation is just not quite as complete as it looks on the outside, and the amount of time it would take to complete it would delay the much more powerful, flexible, and performance tuned version that will be coming to Spriter 2. Thank you, everyone for your patience, and I apologize for the repeated delays. We will do our best to make sure it was worth the wait, and I will keep everyone up to date once we're close enough to start giving ETAs.

  • indeed ,

    It will most likely still be at least a week until the release, but it is an update to the current plugin (and Spriter itself). In the meantime I can give a little information for anyone who's interested. First, this update will enable a new mode for the plugin that operates in a completely different way, and hasn't had extensive testing yet - so upon release, the new mode will be considered alpha, bugs and quirks should be expected, and it should be used with caution. Also at this time, the new mode does not work with sub-entities, and potentially other features.

    The new mode for the plugin draws itself instead of using separate sprites. For games that don't make use of individual sprites, this new mode eliminates quite a bit of overhead, resulting in greatly reduced cpu and ram usage. In addition, as far as I can tell, Construct 2's spritesheets don't utilize trimming (removing transparent border pixels of each image) or rotation(rotating images to make them fit in a smaller space). Because of this, Spriter's generated spritesheets, which are used by the new plugin mode, may also use significantly less vram depending on the images used in the project. Finally, since this is a new mode and not a separate plugin, it will be possible to convert your C2 projects using the current plugin, without having to replace objects or events (though it will require a fairly painless manual import process).

    Here's an example of the types of speed differences I'm seeing on my machine: (bottom image is using the new mode)

  • Hello everyone. I'll reply in to everyone in greater depth when I get a chance, but there's some great news coming soon regarding the performance and efficiency of the plugin.