lucid's Forum Posts

  • Awesome program!!! : -)

    Thanks!

    Can somebody answer me, what are the best settings (visually) for a spriter project and how to prepare my assets correctly? I tried spriter in a test project, but the output ingame is not so smooth (i mean not the animation speed, the animation works very smooth), but the images are jagged or blurred. Is it better to import my images very big in spriter and scale down in C2?

    Are you importing using the scml plugin or exporting to pngs from Spriter and importing those?

    lucid

    I posted back in dec (page 129 of this thread) I did manage to solve the problem. Seems to have been a corupt file. Reverted back to a much earlier version of my project. With both the latest updates of Spriter and the plugin it's working fine. I tried to recreate the problem. again and again without any luck. I must have corrupted the file some how. Thanks for your help regardless everything is ok now:)

    Glad everything's working now. Thanks for the update.

  • lucid - a couple of thoughts - today I was thinking it would be cool if you could put a background image in the spriter window (perhaps jpg to keep the file small?). That would allow you to export gifs and screenshots with more interesting, context appropriate backgrounds.

    With the pro version you can choose a watermark for the background or foreground when exporting, though you don't have total control over the exact location. Eventually, some of the longer term features planned for Spriter should make it easy to do something like this, though.

    [quote:1eofouw1]The other question is, using character maps, would it be possible to spawn say a certain type of enemy and randomize which body parts are used, making a great variation in the enemies would look?

    You could do this. You would have to setup events to handle randomly applying the actions to add character maps, but that's definitely one of the things I envision people using character maps for.

    [quote:1eofouw1]One last thing - I'm still wanting to be able to change effects applied to particular instances. That would allow me to create much more variety just by, for instance, changing the hue of an enemy character. It would allow for easy creation of bosses, etc. Thanks, Morgan.

    Yes. Unfortunately I can't give an ETA as I already missed the previous. Aside from minor bug fixes, everything plugin related is going to happen after I adapt it to use the reference implementation I'm still working on.

    lucid - I've just come across something odd which I think might be a bug.

    I've attached the capx file which I've used to demonstrate it.

    To demonstrate the issue, press any key when the capx has loaded and you'll see an icon appear in the middle of the screen. It shows a #1 but it should show #2

    Thanks for the helpful capx and bug report. That is definitely a bug. I will put it on the todo list.

    thansk Hi Aasmund. Do you mean actually renaming the image files used in the project? Currently, Spriter doesn't currently support changing the file source, but it shouldn't crash, it should just let you know the image is missing. Or do you mean renaming the objects like your sprites and bones?

  • nblumoe sorry for the late response. I must have dismissed the initial forum notification without realizing it shortly after your response. No ETA just yet, though good progress is being made on the reference implementation, which will be the basis for not only the sub-entity part of this plugin, but also a much more efficient plugin in general. The easiest workaround I can think of would be to actually have two separate entities and use events to constantly set say the torso entity object onto the legs at every tick.

    TheWyrm if possible, please send me the capx to lucidxlt@brashmonkey if possible, because it sounds like you're doing everything right. It will help me to find if it's a simple mistake in events, or an actual plugin bug

    mhazaru thank you. No simple way I can think of. You could either have two separate c2 objects for the fading in and fading out and use events to do it, or you can create a Spriter animation that executes the fade, though the last is less than ideal since it might be difficult to do this and it would require clones of all the objects. When entities are further along in Spriter, and implemented in C2, there should be easier ways to do this in Spriter as well.

  • thanks And sorry I missed your post last year

    Not the same example as the original post exe (the exe in the original post was meant to be the tutorial rather than the cap itself), but I hope this proves useful.

    Drag and Drop 'A' and 'B' and drag the 't' slider to see the 'Lerped' values change.

    http://tinyurl.com/lerpExample

  • Thank you very much.

    Congratulations on being featured. As aquinn says, it's looks very polished.

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  • I could not make "Action Point Exist on Frame" work, even though I can get X and Y of a specific action point, I cannot check if it exists.

    12/30/2014

    • Fixed a bug where Action Point Exists condition wouldn't return true even if the action point existed

    The sub-entities don't work in the C2 plugin yet as the importer still needs to be updated to do this. I haven't forwarded the information to Ashley yet, as I'd like to make sure I choose the best way to implement sub-entities before he takes the time to change the importer. I'm currently working on the reference implementation for Spriter (the implementation that all future implementations will be based on), and I'm going to use this design to update the c2 plugin. This should make the plugin faster and more ram efficient and will also have the sub-entities implemented. I apologize for the delay, but it's it's in the interest of making sure everything is as powerful and useful as possible.

  • Can you Point me in the Direction of A tutorial on how to Swap Body parts ? am i just supposed to change the associated sprite? lucid

    orry for the late response. We don't have a tutorial for that just yet, but if you look in the help menu of Spriter, the section on Character Maps is what you're looking for. Once you have them set up in Spriter you can add them with the character map actions.

    Tylermon normally if the object is supposed to be the same object, you should use the same object for it across animations. This will also ensure animation blending works. If you have an animation that doesn't import, please send it if possible, and I can look into it after the holiday.

    everyone, Just a quick heads up. We'll be spending the next couple of days with family. We'll be back on December 27th. Also, don't forget you can get all of our products on the Scirra store for 50% for the next 6 days!

    Happy Holidays!

  • Ashley, I tested a capx (this project has many scml objects) from just before the issues start to take place. By importing 3 or 4 more Spriter projects I was able to reproduce the issue. I don't think it's an issue with the scml importer, because I was also able to reproduce the issue by manually importing each of the 40 or 50 images that make up those character without adding the scml files.

    The symptoms change a little each time. Once it starts, for me it manifests mostly in broken interface elements when I double click actions and conditions. The window will take anywhere between 5 and 30 seconds to appear, or not show up at all (requiring you to end task to exit). When the action or condition dialog appears there are random ui glitches, such as a horizontal purple line where the cancel button should be, or greyed out input boxes for expressions. Sometimes clicking on the greyed input boxes fixes them, and allows you to view and edit the value, and sometimes not. Here's another example:

    before:

    after:

    while chatting with ilimi, upon importing additional images, he got this error:

  • ebatalov, Colludium, and winsonzhong

    Thanks for the bug reports. I will look into all of this.

  • A really interesting idea which i'm not sure how difficult would be to implement is the possibility to import a png map/spritesheet and crop the parts inside Spriter. A neat feature that could save a lot of time.

    he pro version can currently import trimmed json spritesheets exported from TexturePacker. I'm not sure if that covers what you mean.

    Any insight on the points above and how they will work in C2 in the future would be greatly appreciated

    You should be able to do all that as we get more and more support inside Spriter and the plugin for subentities. I know that's a bit of a vague answer, but I don't have ETAs for any of this yet, but that's one of the very things sub-entities were created for. In C2 it will either actually add additional scml objects for each sub-entity which will be controlled by the main scml object, but which you can override, or it will be one scml object where you can give animation commands through the main object. Probably the first one. Within Spriter we will expand on the sub-entity ui to make it easier to build and test compound characters like this.

  • lucid Do you have an example capx that shows more advanced features such as animation blending?

    Thanks

    Blend to Animation - Automatically blend when switching to the next animation

    Press the left and mouse buttons to change animations.

    Manual Animation Blend - Set a second animation, and control how much you want to blend between the two animations at any give moment

    Move the mouse left and right to control blending.

    Automatic Pausing - Automatically pause the animation when the object is off-screen to save cpu power on large levels with a lot of objects. You must manually set the padding for the character to go off-screen before it pauses. In this capx, the padding is set too small so you can get a basic idea of how the automatic pausing works. If you enable that second automatic pausing action and disable the first, you can see that when the proper values are set you can't see the automatic pausing happening.

    Arrow keys to move the character off the screen.

  • MelVin, I will have to look into it further. Unfortuntately, as above, I won't have much time throughout December, as we're spread thin on several fronts at the moment.

    If you have any additional information, feel free to post it, and I'll let you know if there's anything I come up with in the meantime. There haven't been any changes to the plugin recently that would affect anything like this, and the format Spriter saves to hasn't changed (assuming you still have all the options c2 requires checked), so if possible, try reverting to a build of C2 from before the problem started and see if the issue is there. One other thing is to make sure the issue isn't specific to that capx by checking if you can get a basic empty capx with just the greyguy example file from my signature imported and immediately exported with the xdk.

  • MelVin, this will probably require me to delve deeper to find the issue, but just to rule out a simpler issue. Could you try renaming the scon file to json, and for the scml objects' property 'SCML file', changing the file extension to json as well. Let me know if this changes anything.

  • Thanks The manual download link still works for me, but here is a direct link.