lucid's Forum Posts

  • My project is extremely big and events sometimes messy that's why it is really doesn't make sense to send capx.

    But I find the cause of bug or what it can be I don't know and attach a scheme.

    For example if sprite with platform behaviour is overlapping scml, it works correct (as it worked before), but if I set position of my hero (scml) to the sprite with platform behaviour (or pin, it doesn't matter) the enemy animation became very slow. There is no more events concerned with this.

    Before update I had a working fight system. And now it works, but without scml near the enemy.scml. May be somebody else has this isue?

    I'm afraid I can't help with just your diagram. Could you send me just the scml or scon file, without the images? This way I can run some tests? Also, if you could send a screenshot of relevant events that might help me to help you.

  • Would it be possible to send a zip of your Spriter project (scml and images and folders) to me to test (). You're saying the previous version of the plugin worked fine, and now the animations changed speed?

    Also, when reimporting you will have gotten new On Initialized events, so if you had actions in there, you'd need to move them to the new event. And the first time you use the 3rd save option, your sprites will be recreated, so if you had conditions and actions on the individual body parts (not the scml object itself), those would need to be remade.

  • as istavang said, the steps are:

    • Set the save options in Spriter (You only have to do this once. The settings will be saved for future projects)
    • Save both an scml and a scon file
    • Drag either file into the layout in C2
    • Preview the layout

    Also, just a heads up istavang, you no longer need to change the extension to *.scon, the plugin will do this automatically now at runtime

  • istavang thanks, your link is help.

    But now I have next trouble. I can't see my character. I see him in editor, but when I run layout I don't see him.

    But example "Grey Guy" work well, Maybe I was miss somethink in spriter? I know about custom save options and use all of them.

    Do you have both an scml and a scon file?

  • plugin changelog 6/6/14

    • Fixed an issue where immediately after a Set Animation action, the updated positions of all sprites wouldn't be available in expressions until the following tick.
    • Fixed a bug where if you changed the Character Map of a character while an animation was paused, the changes wouldn't take effect until the character was moved or the animation resumed.
    • Changed the edittime display of the plugin to a filled rectangle.
  • Sorry for saying that, I'm completely confused on how to import the project correctly into C2 and how to export the animatioin from Spriter - .scon .scml, extra save options, etc. Everything looks so messed up and unintuitive. No animations are playing in C2 just confused by this software. I think you should improve the usability of the whole workflow. Also if you used to work with any popular animation system like flash or after affects, the way spriter works is also confusing. Don't take it personal, just my humble feedback. I would rather leave it for a current project and animate with the possibilities I have in C2. Just look at C2 it is so intuitive I could understand the way it works just from scratch, without any manuals or tutorials, that's why I sticked to C2

    xoros - The basic steps are pretty simple:

    • Set the save options in Spriter (You only have to do this once. The settings will be saved for future projects)
    • Save both an scml and a scon file
    • Drag either file into the layout in C2
    • Preview the layout

    The plan is eventually to eliminate the need for 2 files, but for now all you have to do is have both.

    Here's a tutorial on how to use

    Subscribe to Construct videos now

    and one for the plugin.

    lucid - has the blend mode been implemented in C2 yet? When I use it, it flips some of my ability animations and causes other strange glitches. Thanks, Morgan.

    Also, I put some sound files in one of my animations and after I updated in C2, the game layout automatically crashes when I try to load it.

    Please send a capx

  • Hi Roccinio, I don't think C2 uses resources detecting collisions unless you are checking for collisions against those objects. The reason this is happening is because as the plugin animates it sets the collision and visibility status for each sprite depending on whether the sprite should be present on that frame. I can add a disable all collisions action, but as I said, I don't think it's necessary as there shouldn't be any overhead unless you are indeed trying to detect collisions.

    plugin changelog 6/5/14

    • Made scml object visible in the layout editor as a blue and violet square. The number within the square tells you what the initial scale will be.

    Everyone let me know if you like the scale indicator in the square, or if it's distracting and/or confusing.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • plugin changelog 6/4/14

    • Fixed a bug where setting the animation every tick to the current time ratio would cause the animation to pause while the Set Animation actions were active.
    • By popular demand - added 'version.txt' file which contains plugin version release date.
  • thanks

    and thanks istavang - we forgot to update the tut capx with the new save information. Will fix that soon.

  • n06rin , please make sure you're using the latest version of the plugin.

    istavang , where is this demo linked from? Also, if you're not already, please make sure you're using the latest version (beta) of c2 and the plugin.

    Roccinio and jayderyu . I thought of a way we can have the best of both worlds without Ashley having to change the importer. I understand both of you are using scml/c2 in current projects, so I want to preface this by saying I don't have any ETA on this as there's quite a bit on my plate at the moment, but it's definitely doable.

    I won't go into details until they're relevant and I have something for you to test, but basically there could be another 'Advanced' action, and it would make the plugin go into a drawing mode where it stops creating and moving instances, and the importer would use an alternate type of save that would pack all images into a single sprite, and then all of the scml instances could get the necessary images from that sprite's type, or a single instance of that sprite if needed.

  • Roccinio

    jayderyu

    The reason we chose to go with separate objects is so you could call events and actions on individual body parts. You can change opacity or add shaders to any object. You could make a giant boss who has 'solid' behavior platforms for arms you can run on top of as it moves and rearranges the 'level'.

    For small items like coins if they're becoming an issue on mobile, you can use Spriter to bake out to individual pngs a smooth number of frames to the desired size. For small coins, a smooth number of frames shouldn't be too costly, and you can use the Spriter animations specifically for characters and other larger animations.

    Also, just to clarify Roccinio, it makes a C2 object for each Spriter object, not each png. So if your arm sprite swaps between 20 pngs in Spriter, it will still only create one arm sprite for each instance in C2.

    In any case, I'll see what else I can do to optimize, and thanks for the feedback.

  • lucid - since the latest scml update, there is something I call "dislocalization" going on. Often, the first projectile from a projectile attack will originate from a place other than where the event tells it to.

    Please email me how to replicate it with the last capx, or a new one if needed.

    lucid

    Any plan to reduce or just use one object (scml/scon) in Construct 2?

    GreyGuy example with "prettify option" set to off would be 500kb (scml+scon). Having a lot of animations would easily build up duplicate or redundant files and make the size huge.

    May I know why we still need two formats ? (XML+JSON)

    Ashley will need to handle that aspect of things, as the scml is just used for importing. The reason for needing two formats was that after Ashley got everything up and running, I realized the plugin should switch to json (scon) for many reasons, such as speed and cocoonjs support. He discussed making import using scon, but there was never an established time frame that might happen, and I imagine there are number of other things higher on the priority list.

    We're going to need one more importer update to support some Spriter 1.x features, and at that point I'll suggest it again.

    Also, note that aside from reimporting, you don't need the scml file there for anything after the initial import. So you could just delete it from your project, and copy it back temporarily for any reimports.

  • plugin changelog 5/28/14

    • Fixed an issue where using multiple 'set animation' actions each tick would allow an animation that gets set temporarily in events (but never actually displayed) to trigger the displayed animation to loop.
  • plugin changelog 5/27/14

    • Fixed autopausing to set the sprites to invisible when automatically paused. Otherwise you could see them positioned where they were just before the animation autopaused.
  • plugin changelog 5/25/14b

    • Fixed a bug with automatic pausing that was calculating the padded viewport wrong for objects on certain layers
    • Added 'Position is outside padded viewport' condition which returns true if the object is outside of the padded viewport used for automatic pausing.