lucid's Forum Posts

  • you have an expression under animations "compare current time".

    does this has DT pre-programmed inside it like all behaviors have in C2 or i need to add it my self?

    i need the animation to spawn an objectt if

    current time is >1390 milliseconds

    current time is <1405 milliseconds.

    sometimes it does not spawn the object and my guess is that is has to do with the frame rate and dt.

    and if i have to add dt how do i do it in this situation?

    It plays according to the actual framerate, which is the same as having DT preprogrammed in. That event wouldn't fire if the animation happened to be play slower than 66 fps and skipped over that 15 milliseconds time frame. Are you using that event as a trigger, so that when it gets to 1400 milliseconds, the event triggers?

  • i gave my scml file the "flash" behavior.

    when it is triggered the whole animation disappears for a few milliseconds and then it appears again flashing as intended.

    any idea what causes this disappearance of the whole animation?

    Please send a capx. It's working fine for me.

  • plugin changelog 5/1/14

    • Fixed an additional bug that made sprite z-order not always update correctly for animations containing action points.
  • hello,

    i have some zorder problems since i update to this new version.

    some sprites (standard c2 sprites) are in front of others

    I put the old version (14/04) and the problems are no longer present

    thx

    Please send me an example at and explain how to make the bug happen, and I can probably fix it relatively quickly.

  • plugin changelog 4/30/14

    • Fixed a bug that made sprite z-order not always update correctly.
  • I will do some testing Tobye to see if I can replicate the bug. Z-ordering is a little tricky since, it's actually z-ordering all of the sprites that make up the object as well. If you'd like to speed up the process, please send me a capx to and I will take a look.

    Also, a heads up to everyone who was asking about an ETA for the character maps in C2. I just spoke to Ashley, and he said he plans to have it ready for the next stable release.

  • Hello everyone. I wanted to get updated info from Ashley before I responded, and I just spoke to him. He says he plans to have it done in time for the next stable release of C2.

  • Does this plugin support hitboxes yet? Also will there be an event that handles collision with the hitbox? For example, Hitbox>Overlapping>Object>Destroy. Something like that. You could even try overlapping with a specific part, like an arm or leg part.

    Hello ZenithMkII. Yes, this is another one that needs some changes to the importer. I don't have an ETA yet from Ashley, but as soon as that part is done, collision boxes will work. They will be their own 1x1 sprite objects (named after the boxes), and it will animate and resize itself, and you will just be able to use normal collision events with them. Since they are in groups it will work very intuitively.

    -'headCollisionBox' - on collision with 'someOtherSprite'

    ----'scmlObject' - play animation 'faceHurt'

    that 'someOtherSprite' could of course be another scml object's collision box sprite, and you could even theoretically make a family of 'headCollisionBox' sprites, and every scml object have an animation called 'faceHurt', etc.

  • I read this topic for a long time and I can't understand FOR THIS MOMENT can I create a mobile game with a Spriter plugin or not?

    Yes. CocoonJS has been working with the plugin for a while now. If you have any issues with any other export, please let me know. I don't personally own every platform C2 exports to, so I can't test every platform, but I can still fix issues on those platforms if you report them.

    After the first implementation I saw a critical lag which made me frustrated and all about this implementation is unpredictable and uncertain. For example I implemented the Spriter object on new layout and after I open this layout c2 is going to hung.

    Please refer to this tutorial for the basics. If you have any issues after seeing that, please let me know what part isn't working for you.

    I'm not a programmer and a little bit embarassed with a question but what the situation with every tick depends on? The capx which was provided didn't solve the problem, so in my game when my hero is running there are glitches which make process uncomfortable.

    Please send me the capx at if you're still having an issue after the tutorial.

    Spriter plugin + Construct is it now still working or traditional animation is a better way to design an animation system? I am very interested in situation with plugin because there are games where smooth fighting animation is a very sufficient part of gameplay and export to png works very bad

    I don't think traditional animation is a better method, though of course I'm a bit biased. The gap will only get wider from here. Once Ashley is done with changes C2 side, you will be able to reskin characters with character maps and trigger sound effects to happen at specific points in an animation. Recently the ability to have animated control points (action points in Spriter) was added, as well as the ability to blend from one animation to another. We've kept up to date with reported bugs, and incorporated most suggestions, so if you have any more, please let me know.

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  • - lucid - I still get these IID errors with certain spriter objects. In this case, after the error, many of the background objects disappeared.

    please send me the capx at

  • plugin changelog 4/22/14

    • Fixed a bug that prevented the plugin from working when exported for Wii-U
  • Thank you everyone for the continued bug reports and suggestions. I'll be looking into everything, including the lagging one frame behind issue.

    Practically I am asking to get rid of the green box sprite helper and use directly the Spriter object for detecting collisions and use of image points. When the character is down, the collision box becomes smaller, example: from 64x128px when the character is standing -> change to 64x64px when the character is down, the scale of the animation remains the same).

    No ETA on this, but it is a planned feature.

  • lucid

    Taking the opportunity what is the better way to update a .scml file in C2, after changed it in Spriter?

    It should just be a matter of dragging the scml file back into C2 after it's been changed. Making sure the scon has been resaved as well. Here's a more detailed explanation:

    https://www.scirra.com/tutorials/827/re ... t2-project

  • The old file I mentioned is diferent, it has a "sprite element" for each body part option

    That means in the old file you were probably using a separate sprite object on each frame in Spriter, instead of switching images on one sprite. The way you're doing it now is the right way for most cases, since you want your sprite to be able to tween in Spriter, and in C2, you can use one set of events for the head, rather than separate events for each animation frame.

  • NRABrazil

    The latest version of the plugin and importer require the files to be saved with two save options set in Spriter. This setting will be saved, so you only have to set it once. If you resave both files and import into C2, it will work as expected. This also makes it so C2 gives the sprites a more useful initial position: