lucid's Forum Posts

  • A bug!!!

    while condition is "Mouse button is down" and set animation the animation isn't play until released the button.

    RamPackWobble, and Roccinio are correct. You can still use the events the way you are if it's useful for some other purpose, but you should use the option 'play from current position' in the action instead of 'play from start'

  • In case anyone missed the latest update on the previous page:

    Download latest plugin here

    • Added 'Set Visible' action. When invisible, the plugin will still animate the individual sprites, so collisions and position expressions continue to function correctly.
    • Fixed a bug where if a new animation was set and the scml object was moved in the same tick, it would show the first frame of the new animation at the old location for one tick before moving to the new location

    and there was an additional action added in the previous version that I didn't mention when I released it:

    • Added actions: Set Flipped and Set Mirrored, which function identically to their Sprite counterparts

    And finally, here's a link to our latest Kickstarter update: New Spriter build coming next week and new Art Pack released!

    art pack preview:

    Thank you everyone for your continued support, feedback, and bug reports.

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  • reimport error...

    =.=

    hanks for reminding me of this. This is a bug with the (re)importer. I'll let Ashley know. Also, I believe there is a workaround that Mike mentioned to me. I'll ask him about it next time I see him online.

  • Anyway you can add the ability to set the Spriter object to In/visible and the ability to set the opacity level.

    The thing about opacity is since each sprite is individual, you will see the semi-transparent sprites underneath eachother, rather than one solid translucency like a normal Sprite object. I can definitely add it, though. After the upcoming build of Spriter is complete, I'll take a screenshot of what it looks like, and everyone just tell me if it's a feature you would ever use.

    Set Visible is actually one of the new actions:

    Download latest plugin here

    • Added 'Set Visible' action. When invisible, the plugin will still animate the individual sprites, so collisions and position expressions continue to function correctly.
    • Fixed a bug where if a new animation was set and the scml object was moved in the same tick, it would show the first frame of the new animation at the old location for one tick before moving to the new location

    and there was an additional action added in the previous version that I didn't mention when I released it:

    • Added actions: Set Flipped and Set Mirrored, which function identically to their Sprite counterparts

    And finally, here's a link to our latest Kickstarter update: New Spriter build coming next week and new Art Pack released!

    art pack preview:

    Thank you everyone for your continued support, feedback, and bug reports.

  • 2. One of the objects that was added later to the animations keeps on appearing in the top left corner.... and at the original object size.. which is kinda very large.

    EDIT; Yes I have the same problem as Tobye. I've cleared the animation, sprites, files everything. yet still result in the same problem. Even resaved the scml and scon files after removing(moving to a backup) them from the project directory to make sure they aren't the same.

    Never got a capx from you. Did you solve the problem?

    I am having a couple of issues with Spriter in C2 still...

    Please send me a capx as well. You definitely shouldn't have to manually make a separate left facing animation to do that. Also, if you could explain how I can reproduce the bug with the error that shows up on screen that would be helpful. Before you do that, please make sure you've downloaded the latest (https://dl.dropboxusercontent.com/u/257 ... n/scml.rar). I posted two versions back to back, and the second one solved a similar issue.

    Also, there's a new version coming soon guys. Solves a couple more bugs, and adds an action or two.

  • What is the state right now regarding free form deformation, or deformation of any kind? I have the Pro version.

    Short version:

    Free form deformation at the moment is available as an experimental preview feature only for pro users only. It's in a proof of concept/experimental state, and we don't recommend using it in your real game yet, as it will be greatly expanded/enhanced/evolved before it's finished, and for the time being it's unsupported. If you start working on game assets, and encounter a deal breaking bug with your deformation Spriter project, it's going to take a back seat until after 1.0. With that in mind, if you just want to play around with it, and test the features, the following video at 6:23 has a basic rundown :

    The details:

    We are working on finishing the current build of Spriter, which is has the bulk of the remaining features until 1.0. After this version it's just bug fixes, and useability enhancements until 1.0.

    After 1.0 and catching up the documentation, we'll be focusing on deformation and other (unannounced) post 1.0 features(free updates for current owners of course).

    Most of the functionality is already in there, such as dynamic tessellation, skinning around bones, and variable levels of curve detail - also, deep control over texture coordinates and mapping. The rest of what needs to be done, is making things more flexible in how you can divide and control the skin, and enhancing the workflow from start to finish so it's quick and intuitive.

    I've tested the basics (simple drawing deformation tests, not real world/stress tests) with the C2 plugin sdk, and after a small request (already filled) by Ashley, it's seems the c2 plugin should be able to support deformation as well.

    So basically, we have quite a few things to do before we get there, but it's the one of the next steps after Spriter 1.0, it will be very powerful and easy to use, and it will work in c2 - but it's much to early to give an ETA.

  • For the time being, you have to have both the scml and the scon files in your import. Dragging in one should automatically import the other. And you can import manually afterward by going to the project pane/files/spriter animations/ right click and import the other file. Is this what you're already doing? Also, please make sure you have both save options enabled in Spriter - File/Save Options/

    Let me know if you've already tried this.

  • Please, send me your caps, and spriter project folders(zipped), and I'll take a look. Thanks for helping me find bugs. Sorry for any inconvenience:

  • Tobye, Did you make sure to reimport the resized scon file? (delete from c2 projects pane Files/Spriter Animations/, and right click - import new file)

  • Ok, this should fix it. Let me know if there are any other problems

    Download it here

  • could be just me, butt he game crashes whenever Spriter is initialized more than once

    Thanks, made some last minute changes before uploading. Looking into this now.

  • Thank you very much, Roccinio. I brought it up to Ashley. I'll update you once I find out either way.

  • Hi again, everyone. Been holding on to this waiting for more time to test, but in the interest of not taking any longer, here is the latest version of the plugin for your testing pleasure.

    Please back up your current project before trying this plugin (along with your current version of the plugin) if your project is not a throwaway project for now. There is nothing wrong with the plugin, and it actually fixes a bug or two from the previous version of the plugin, but there's quite a bit of new stuff going on under the hood, so until this gets marked official with the c2 and Spriter versions to support it, take it as a test version.

    This stuff is ready to go in the plugin, but will not work until C2 and Spriter are updated accordingly:

    Sound Effects

    Character Maps

    Collision Boxes

    This is the new stuff that's in there now and should already work:

    Action Points (like image points in c2, but animate-able in Spriter)

    Animation Blending

    Easing Curves (controlled per keyframe in Spriter - instant,linear,1d quadratic,1d cubic, cubic bezier)

    Download it here

  • Did some testing today with and without pixel rounding, and it seems that since Spriter's linear animation is much like scrolling pieces around, the odd looking animation artifacts will be there for some animations, especially if the character is small within Spriter, or there are some very slow moving pieces, Using instant speed curves for your animations (speed curves will be supported in the upcoming plugin release), will make it animate in a more frame by frame looking way, while still saving vram, and not being affected by pixel rounding as noticeably. Until there's an actual pixel friendly art mode in Spriter to preview how it'll look before playing it in engine, I'm not seeing a better solution. I'll bring it up with Ashley, when I send him the updated plugin; he may or may not have experienced/solved something similar in the past that might help me.

  • > It depends on how you export from Spriter. You may want to downsize your images if they are large. If they are much bigger in spriter and you end up having to resize them in C2, it may be better just to export them from spriter in the size you need them.

    >

    using the plugin is better for performance in cocoon? or its better to export?

    I haven't had a chance yet to do alot of performance testing on the different c2 exports yet. Please let me know what you find. There are alot of benefits that will be lost by going with regular frame by frame animation though (export to png, instead of using plugin)