lucid's Forum Posts

  • Thanks

    1/23/2016

    • Fixed a bug with action points, where the angle returned wouldn't compensate for flipped or mirrored entities
    • Fixed bugs that prevented sub-entities from displaying or animating properly

    The process to import sub-entities is actually quite painless, but may look a little daunting at first:

    For this example, we have an entity called 'TestEntity' that is using 'Player' as a sub-entity in the 'test' animation.

    Here is the initially imported scml object

    The first step after you've imported your project is to clone the scml object type, and rename it to something that makes sense (usually the name of the entity in Spriter). If you have multiple sub-entities or entities. You need a separate object for everything that will be a sub-entity. The initial import was already called 'Player', so I'm naming this one 'TestEntity'. This is also a good time to set your scml object to it's starting entity in the object properties.

    These were the initialization events automatically generated by the import:

    The first thing you do is create an initialization event for your other scml object. Then move all of the actions initializing objects that belong to that entity to this new initialization event. It's easy to tell which ones belong to the other entity because each object is prepended with the filename and the entity name. After you've moved over all of the actions. Select all the actions, right click 'Replace Object', and change the object from the original scml object to the correct one.

    And the final step is to look at the name of the sub-entity object in Spriter (by default it's named after the entity being used as a sub-entity)

    And create your own 'Associate object type' action for the object that will be the sub-entity to the containing entity, using the same naming convention:

    And that's it. When you play your project the sub-entity should be playing, and you can even control your sub-entity in real time using the new override actions.

    Please let me know if you have any trouble following the instructions.

    -cheers

  • Hi everyone. I apologize for the delay in getting the sub-entity tutorial posted. I got side-tracked while finishing up Spriter R6. In any case, I started writing up the tutorial post today, and it seems a recent change in C2 breaks the way the sub-entity feature works. The tutorial was mostly complete when I discovered, the bug, so I will be looking into this in the coming days and I will post back with the fix and the tutorial as soon as I figure out what the issue is. Thanks for your patience.

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  • Thanks big Infinity and

    Merry Christmas and Happy Holidays, everyone!

  • |

    Plugin Update 12/23/2015 |

    • Added support for sub-entities - requires manual import of sub-entities, full tutorial on how to import them after the holidays
    • Added 'override object animation' action. Allows you to override the x, y, angle, scaleX, scaleY, pivotX, pivotY, where applicable for bones, points, boxes, sprites, and sub-entities. Also override current entity, current animation, and current time ratio for sub-entities.
    • Added 'override bones with IK' action. Allows you to override bone angle animation with two-bone IK.
    • Changed 'point exists' condition to 'object exists', now works for bones, boxes, and sprites as well.
    • Changed 'pointX' and 'pointY' to 'objectX' and 'objectY', now works for bones, boxes, and sprites as well.

    Spriter RPG Heroes Art Essentials Pack now ready for download Spriter Pro owners!

    Full Spriter RPG Heroes Art Pack available for purchase at BrashMonkey.com at

    75% off

    .

    We're working on getting the sale price available on the Scirra store as well in time for the holidays. Will update if and when it becomes available the sale price here.

  • RPG Heroes Art Pack — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-spriter-animations/rpg-heroes-art-pack-1826

    <p>The Spriter Animated RPG Art Pack is the perfect way to create custom characters and animations in the style and proportions reminiscent of classic RPGs.</p><p> </p><p> Easily customize and tweak the ready to use characters. Mix and match wardrobe pieces, character elements, and equipment to create completely new characters. You can even repaint or create custom elements to extend the range of possible combinations to suit your own needs.</p><p> </p><p> As you customize your character's sprite in Spriter, you�re simultaneously creating a high resolution static portrait for use in cinematics and dialogue scenes, as well as the walking animation in 4 directions.</p><p> </p><p> The RPG Heroes Pack offers more than 1,100 separate hand pixel painted character component images each for male and female characters. Choose different hair, head-gear, capes, torso, legs, left arms, right arms, facial features, facial hair, wings, ear types, and shields separately, allowing for millions of possible visual feature configurations. When multiplied by the number of possible color configurations the possibilities are nearly endless. With the RPG Heroes Pack you can quickly customize the colors of 13 separate character details such as eye color, hair color, skin color etc, with an average of over 150 color palettes to choose from per detail. This allows for many billions of possible color combinations. And for those with a very specific vision to achieve, you have the ability to create completely original color variants for each feature and even repaint custom details for any aspect of your character.</p><p> </p><p> We have roughly 20 percent more content in the works for the RPG Heroes Animated Art Pack. Until this is complete, we're offering this pack at half off the retail price of 24.99. The additional content, once finished will be a free upgrade for anyone who purchases the pack during this �Early Adopter� sale.</p>

    Use this topic to leave comments, ask questions and talk about RPG Heroes Art Pack

  • winsonzhong , Development won't take nearly as long as Spriter 1, given that they share so much common functionality. We will be building the framework around the future feature-set, which will speed up development, and allow a much more powerful version of what's planned, rather than having to shoehorn it into the current data-format.

  • kraed, the sub-entities are already implemented in some way, but it requires a manual import steps, which I haven't posted about here. I'm going to see if I can add it in a way that doesn't require Ashley to update the import process, and also doesn't require any manual importing steps. I'll post back once I know whether it will work or not.

    Also everyone, I'm in the middle of working on an update for the plugin. Thank you for the extreme patience.

    winsonzhong, the free-form deformation will work on the plugin for Spriter 2. Spriter 2 development has begun, but is on a short hiatus and will resume development shortly, and will be free for current Spriter Pro owners.

  • I will contact Ashley in the relatively near future to see if he can update the importer to fully support sub-entities. If not, I will at least post a tutorial on how to manually import them to work with the plugin as is. I'm currently working on an update build for Spriter itself, and once that's finished for all platforms, I can finally get back to the C2 plugin for a much needed update. I'd also like to try to add in some features to override animation attributes, such as the current image, angle, while the animation is being played.

  • Hi blurymind . I'm not sure what you mean. Do you mean multiple entities within Spriter sharing the same animation? Also, we have character maps, which allows you to choose alternate images to change the appearance of the character using the same animation.

  • Colludium, at some point, yes.

  • blurymind the plugin doesn't support deformation yet. We will add that in when the deformation feature is complete. I believe that's the issue you're having with your file.

    The upcoming version of Spriter will allow you to move an animation from one entity to another.

  • sman118 , no immediate plans. It's possible in the future, but there's already a backlog of things at the moment, so I wouldn't venture when that might happen.

  • sman118, the issue was that the bone structure changed (the head was disconnected from the head bone after the first key). In order for the animation to work with reparenting, certain keyframes are automatically created. Not being able to delete those keys is a bug, though, and we will try to fix this in a future version. In the meantime, here's a fixed version of the file.

    https://dl.dropboxusercontent.com/u/257 ... e_000.scml

    I just added the head to the neck bone in all mainline keys, and then deleting them would have worked, but I selected the head on the first key, and pressed control-D, which copies selected objects to all keys, and deletes any now unnecessary keys for the selected objects in one step.

  • winsonzhong

    The good news is the reference implementation I was working on is finished, so I'm definitely closer to being able to update the plug-in again. The bad news is there's still a few things I must do first, including a long-overdue update build of Spriter itself. Once the new update build is out I should be able to get back into the C2 Spriter plug-in, but can't guarantee how soon this will be, or how long the improvements/fixes will take once I'm doing it. So, getting much closer, but not there yet. Thanks again very much for your patience.