lucid's Forum Posts

  • lucid

    umm. I'm having troubles importing. Whenever I import. The graphical assets do not import with the SCML file.

    1. Importing into a fresh app. No graphic sprites import.

    2. Importing into an already Spriter app. Importing will remove the graphics.

    I've updated Spriter, C2 and the plugin after this problem occured.

    Are you sure you have the save options enabled in Spriter?

  • jayderyu, you still have to use the scml file as well.

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  • hey man, sorry for posting a question in your question, but... lol

    how can I turn on the animation blend in my C2 project? thanks..

    In your actions to Set Animation, there's a property to Play From Start or Play From Current Time. You can set this to Blend, and there is an additional property to set the amount of time the blend takes.

    edit again

    .sorry i happens with old and new.

    it deletes all conditions of the previous scml when importing the new scml file

    I'll take a look at this. It's definitely not supposed to do that.

  • i overwritten all my scml files + the scon files with the latest version of b8.

    when i import them, some of them import just fine and some give me an error "cannot find an existing spriter object using the scml file "...." .check you have imported ...."

    at first glance the ones that do not import are the ones that had a 2013 save date. i do not know if this is random or has something to do with it.

    the ones i have worked recently import just fine.

    This sounds like an old bug in the C2 importer that I thought was fixed a while ago, but it's possible I was mistaken. Try making sure that the 'starting scml file' in properties for each instance of the scml object has the .scml file selected instead of the .scon file. In the plugin, you no longer need to specify .scon, as it will automatically change it from .scml if you leave it alone, but this used to cause the error you're saying if some instances were set to .scon and others weren't upon import.

  • lucid

    Found a bug in Spriter B8, I just downloaded it again.

    1)Open the grey guy example. (scml)

    2)In idle animation (default) add or create box for collision

    3)Save the project, save also in scon format

    4)Open the scml file and I`m missing the idle animation in scml, however in scon format the idle animation is available.

    This is definitely not happening for me. I've tried a few different times, slightly changing my process each time. If you can get the error to happen again, could you please screen record it, so I can see if there's some slight difference in the way you're doing it that would help me recreate the bug?

    Character Maps means that instead of X images there will be only one (like the sprite sheet) ?

    2 already does the sprite sheet thing on export. Character maps is actually much more interesting. It's a pro feature of Spriter that allows you to swap out or hide images to create alternate versions of characters using the same animation data, for things like alternate outfits, armour and weapon powerups, and completely different characters. Here's an example:

    These three examples are using same Spriter file, entity, and animation. You can stack multiple character maps in Spriter to preview the result, and do the same with actions in C2. The checkboxes at the top right of the screenshot show which character maps I had applied.

    You can try this demo here, but there was a bug in the original capx that prevents the checkboxes from being visible in Firefox, and I no longer have the capx to reexport it. It works fine in Chrome, though. We will be making an update demo soon.

    [quote:2hf62fxo]Collision Boxes means that I will not have to create a collision sprite and pin the Spriter animation to it ? Can I use directly the Spriter object ?

    Collision Boxes is a Spriter Pro feature, where you can add collision boxes to a character that are separate from the individual sprites. In this example, much like a fighting game you could just check collisions on the upper_body and lower_body collision boxes, rather than all the different sprites that make them up:

    In C2 the collision boxes come up as sprites within the scml container, so you can do events like:

    'upper_body' on collision with 'someOtherSprite'

    • scmlObject - Play animation 'upperBodyHit' from start

    Using the Spriter object directly for collisions will come eventually though. No ETA just yet

    [quote:2hf62fxo]

    Updated the way plugin handles pivot points to fix a bug where shifting pivot points in an animation would cause the bounding box to be offset to an incorrect location.

    Does this fix the delay issue from here ?

    This does not change that. Ronei Alves seems to have found a solution here:

  • could you please create one of these awesome video tutorials you make

    so you can demonstrate all these new features and how we can properly implement them in an actual project?

    Yes, we will have a demo up over the next couple of days.

  • Just curious, is it possible to play Spriter animations without all of the tweening, giving it more of a frames effect?

    You can use 'instant' on the speed curve for each mainline key in Spriter. Instant speed curve changes to the new position instantly with no tweening.

    In case anyone missed it on the previous page:

    Character Maps, Collision Boxes, and Sound Effects have been added to Construct 2's importer!

    plugin changelog 5/9/14

    • Construct 2 Release r169(beta) now imports character maps, collision boxes, and sound effects! (Demo coming soon)
    • Updated the way plugin handles pivot points to fix a bug where shifting pivot points in an animation would cause the bounding box to be offset to an incorrect location. This fix works in conjunction with a change in Spriter's save process and Construct 2's scml import process, so:

      To take advantage of this fix, if you imported scml into your C2 project before this update, you will need to:
      • resave the Spriter project using an updated version of Spriter (redownload Spriter b8 if you downloaded it before 5/9/14)
      • reimport it using Construct 2 r169(beta) or higher

      .
  • Character Maps, Collision Boxes, and Sound Effects have been added to Construct 2's importer!

    plugin changelog 5/9/14

    • Construct 2 Release r169(beta) now imports character maps, collision boxes, and sound effects! (Demo coming soon)
    • Updated the way plugin handles pivot points to fix a bug where shifting pivot points in an animation would cause the bounding box to be offset to an incorrect location. This fix works in conjunction with a change in Spriter's save process and Construct 2's scml import process, so:

      To take advantage of this fix, if you imported scml into your C2 project before this update, you will need to:
      • resave the Spriter project using an updated version of Spriter (redownload Spriter b8 if you downloaded it before 5/9/14)
      • reimport it using Construct 2 r169(beta) or higher

      .
  • lucid thanks, I figured it out! The capx in this tutorial sets the animation every frame, hence being constantly triggered.

    Hi again That's still a bug, you should be able to set the current animation to itself like that without that happening, and so:

    plugin changelog 5/8/14

    • Fixed an IID error that could occur if you destroyed an scml object while it was in the middle of loading the .scon file
    • Fixed a bug that caused sound effects to play again if you set the animation to the currently playing animation at the current time
  • plugin changelog 5/8/14

    • Fixed an IID error that could occur if you destroyed an scml object while it was in the middle of loading the .scon file
  • So I've been looking into sound using Spriter. The 'On Sound Trigger' condition currently fires continuously for the duration of the sound effect. Is this by design, or should it only fire once at the beginning? Thanks!

    It should only fire once at the beginning. All of these upcoming features will probably have a bug or two for the initial version with sound, collision boxes, and character maps, since it's difficult to test multiple projects without the automated importer. Feel free to send me the capx, so I can test it out. Here's an example of how the event should look for sound. These events won't be automatically created, since there's so many different ways to play back sound:

  • plugin changelog 5/7/14

    • Added debug log msgs for loading failures
    • Fixed a few errors that could occur when attempting to load a project with missing files.
    • Fixed a bug that would prevent an animation from starting in a very specific set of circumstances regarding layout changes with scml objects not on all layouts
  • They should have been deleted from the current frame, though in Spriter you can have objects on one frame, but not another. So you can have ten objects on the first frame, and only two objects on the second, etc. Is it possible they were deleted from that frame, but still existed on another frame?

    Shift-Delete deletes the object from every frame. I verified that deleting an object from the canvas works for me, and also updates the object in frames window immediately, but it is of course possible it's a bug that only occurs under certain circumstances.

  • the program froze and stopped...

    This is all I know for now, hopefully this all was clear enough.

    Thanks for the detailed bug report. I wasn't able to make it crash or freeze when trying to follow your steps, but please let me know if it happens again.

  • plugin changelog 5/5/14

    • Fixed a bug that prevented the plugin from finding a default animation to play if there wasn't a valid animation already set under certain circumstances