lucid's Forum Posts

  • tumira, I plan on it. No ETA on that yet. But the full featured Spriter/plugin will be able to make pretty elaborate menu systems with very few events.

    joelbelo, please do:

  • I do have one question though, will there be a wiki/print tutorials for spriter in the future?MelVin2014-02-15 07:36:07

    The help file within Spriter is the closest thing for now. After 1.0, we will definitely be updating documentation as well.

    hi lucid!

    http://www.scirra.com/forum/trigger-onc ... 86899.html

    is there a way to play scml animations for each instance without using the build in platform animation triggers?as you can read in my above post anything else than "trigger once" loops the animation to its first key frame and if i use it it only picks one instance.

    please help

    I'll take a look at this.

    That looks great lucid . I was wondering if there was going to be any way to lock a frame rate to the Spriter animations. If I remember correctly, the speed will depend on the strength of the computer running the game. I just really think there are huge possibilities for using Spriter for cut scenes and conversations between characters, but it would be too hard to line up the lip sync with the audio file without knowing the frame rate.

    Not sure if that's a priority or not. Spriter looks pretty amazing already.

    Thanks.

    The framerate will depend on the speed of the system, but the playback speed should be the same, so this won't affect the time it takes for the animation to play, just how smoothly it plays. Also, the final version of the plugin, once I get the new plugin to Ashley, and he has a chance to update it, will let you trigger sound effects. I've tested it a little (the plugin is already ready for sound), and it seems promising, though I haven't tried anything as complicated as cutscenes. Also, a future version of Spriter will have the option of exporting to a framerate, which will speed up playback and performance in those cases, because there will be no tweening math at runtime.

    This latest video made me purchase the Spriter. These features are definitely something I'll want to support.

    PS: Is there any convenient way to make character not swap items on it's hands when facing/moving left? I know that at the moment this is done with simple mirroring the right facing animations and it looks somewhat kooky.

    You would just have to create a separate animation for right and left facing animations.

    > why when using "pixel rounding on" my spriter animations during runtime, freak out and act weird?

    >

    Because the Spriter animations use sub-pixel movement and scaling. Pixel rounding forces things to exact pixels so the two are competing for where to place your objects.

    quote]

    C-7

    thank you for your explanation.

    but if don't use it then sometimes a small line appears between my tilemaps during run-time.

    so on fixes tilemaps and kills spriter animations and off works the otherway around.

    any suggestions on how to solve this?

    This is correct. I haven't had a chance to check if there's a way to fix this yet, however, eventually(after 1.0) Spriter will have a pixel art friendly mode that won't allow subpixel movement. I suspect there will be a mathematical solution that will work before then, but very busy with all the basics, so I can't promise an ETA.

    how about the performance in cocoon?

    i have around 10 enemies in my game, each one has 3 animations of 60 frames each.

    exporting from spriter it goes around 5mb for each enemy.

    if i can put only the pieces of each enemy and do the animation and for all the enemies it is only 1 mb.

    that will give faster loading and download time i think.

    please tell me if I'm wrong

    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.

    I suspect BluePhaze already answered your question, and not sure if this answers part of your question either, but the plugin will only load the file once per file, even if it's shared by several characters.

    the animation looks different than exported or inside spriter.

    only the head of the monster, it has a little bit of movement, but when i play it on construct 2 through the spriter plugin its like the head is moving only in some frames..

    everything is smooth except the head..

    its like the monster body is 60 fps and the head is like 5 fps..

    i dont know what can cause this..

    I will have to take a look at this, but I'm not sure what you mean. The demo in the original post of this thread uses the monster file, and seems to play back ok, so maybe its a recent bug? Can you send me a capx?

    Thanks for your patience everyone. Will try to get the updated plugin out this weekend. You'll still need to wait for an updated version of C2 and Spriter to use some of the features, but action points and animation blending will work fully.

  • tgeorgemihai : no problem

    lucid

    Thanks for such a great product and these awesome updates.

    I was wondering if you think the warp/bend effect will be possible in the future (like what you see here at 12 minutes, 12 seconds: http://youtu.be/V0ehOfGP5XY?t=12m20s)

    It will be in the future. That is currently an experimental feature in Spriter, meant for testing, but not production use yet. So, it will be greatly enhanced and expanded after Spriter 1.0. Once it's in something closer to final form, I'll add it to the C2 plugin. I did a few tests already when I was working on that version and it seems it will work, but it would be a webGL only feature most likely.

  • Great work lucid <img src="smileys/smiley20.gif" border="0" align="middle">

    Construct 2 and Spriter are getting better and better. I'm glad I've bought license for both (best 119$+25$ spent) <img src="smileys/smiley14.gif" border="0" align="middle">

    Small question: Can I make a sky animation like

    Subscribe to Construct videos now

    using Spriter ?

    Thanks TGeorgeMihai. That sky is not possible with the current version of Spriter (if you mean that perspective Mode7 looking sky), but after 1.0, we will continue working on the image distortion capabilities of Spriter, and that will definitely be possible, and we plan to make the plugin use those features as well. No ETA on that yet though I'm afraid. Also, if I remember correctly, one of the third party c2 plugins (rojohound's I believe) can do some 3Desque things like that.

    i have bought Spriter for the sole reason of using it with C2.

    What is the current status?

    how long do i need to wait when the full version of Spriter is ready?

    I have been waiting very impatiently since 2013 to start on my projectSorry about the delays bjadams. As TGeorge said, though, it's already useable, and there have been several published games using it already. The current status is that I'm overhauling the timeline system to better support the last of the pro features before 1.0. Also, the timeline widget has had the most requests for enhancements. There is not an ETA for the next release yet, but we're very close to the 1.0 feature-set as is.

  • Hello again everyone. The plugin side work for the next C2 Spriter plugin update is complete, but not ready for public consumption just yet. There are some things I need to fix Spriter side, and some more things Ashley needs to do C2 side before this is all in your hands, so it could be a little while, but I wanted to update you all on the progress being made on the plugin. The following video shows off some of what's to come, and below you can test the demo from the video yourself

    [tube]uiZ3aCnikFQ[/tube]

    test the demo

    You can read the full write-up in our Kickstarter update

    The short version is that all features that are in the current public build of Spriter are ready to go plugin side, including action points, character maps, collision boxes, and sound effects. In addition to this, the plugin will now support animation blending to smooth transitions between animations or to allow you to generate a custom 'in-between' blended animation on the fly. Thanks for your patience everyone. Enjoy!

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  • Hi wguilhermino,

       Not all of the pivots will be set directly upon import if they aren't on the initial frame of the first animation. But when I debugged, all of the collision boxes seem to be in the right place when the animations are played back. Can you screenshot the offset, or send me a capx where you see this happening? (lucid@brashmonkey.com)

  • just a heads up. ridiculously exciting announcements coming soon

  • make sure you're not minifying the script (I'll look into this, and you may be able to minify in a future version)

  • Glad you figured it out. Please let me know if you have any more issues. Thanks everyone for your patience.

  • Hi everyone. Sorry for the lack of updates. Running behind on the program update, which precedes the plugin update.

    To clear things up, there is only one version of the plugin, which is free. This can be used along with the free version of Spriter to make commercial games without any additional considerations. The plugin is up to date with the full feature set of the free version. The plugin will work with the pro features of Spriter (once it's updated), but those features will be included in the same free plugin.

    To update a file after making changes, delete the scon file from the project, and drag the scml file back into the layout. It should give you a warning about the changes it will make, and confirming should update your project and keep any events that are still relevant.   As squidget said, if you haven't made any changes that require the importer to change any of the sprite objects or their frames, then you can just manually delete the files (scml and scon) from the project pane, and re-import them (in the project pane as well).

  • BAnyBudde, please make sure you're not minifying on export

  • please send me the link. Part of my busy-ness is making sure that it works :)

    luciddjw@brashmonkey.com

  • lucid,

    I am currently getting a bug (this bug may have surfaced or been present in a previous version) where when I export the construct 2 project the resulting exported folders create the "Missing Image" holders in place of where my images were. Is there a work around for this or a known fix?

    Thanks!

    Edited to add: It works perfectly in Preview Mode in Construct 2.

    Missing Image holders should only appear when a project is loaded into Spriter itself. There are two possibilities. Either, you're saving to a new folder that doesn't contain all of your image files. Or you're loading back your project from the C2 folder. It should never copy over real images if they are already where they're supposed to be. I'm not sure if that helps or not. Let me know.

    lucid - The links for b6 take me to the free version, even though I bought the pro version. How do I upgrade it? And also I never got the extra animations (with the man on the ladder etc.).

    If you don't still have your product key, you can retrieve it here using the email you provided for your purchase. Then in the free version of Spriter, just go to the 'Help' menu and 'Activate Spriter Pro'.   You should just be able to redownload the art packs at the original links to upgrade the animations. Please email us at mailvrr@brashmonkey.com if you never received the original email, or need us to resend.

    Just a note, lucid, there's some strange object replication stuff, especially with importing the platformer template with the gun - when imported, the object comes with four gun sprites even though they're exactly the same, which is kinda bizarre.

    Edit: Also, the muzzle flash animations are basically worthless unless removed from the rest of the animations into their own file.

    Thanks for letting me know. I'll look into it.

  • Will you be able to let us know when abouts you will have a working version for cocoonjs exports, eagerly awaiting this software and will only purchase the full version when I know the cocoonjs export is available. Also, really like the 2 extra videos you added to your website. Looking really good, this is something Construct 2 really needsCocoonJS export works with the latest versions of Spriter and the plugin

    lucid

    Any idea when this transition will be smoothed over? Any hints on character maps?Well, last I spoke to Ashley, due to both of our scheduling situations, we decided I should fully update the plugin, and then we'll fully update the c2 import process. So unfortunately, the wait will be a bit longer, but then the plugin will rapidly catch up with the full feature-set in one or two updates rather than piece by piece. I've already begun coding Character Maps in the plugin, and of the remaining features, that is the most time consuming.

    Rather than missing an ETA - I will say that I had to put the plugin on the back burner for the last week or so to finish up Spriter B6 (which is available now for anyone who's not following us on KS or social media: kickstarter.com/projects/539087245/spriter/posts/687681), but now I'm back to actively working on the plugin alongside the main program.

    As far as the transition. The main issue is the scml c2 importer vs the scon plugin. Ashley and I discussed the eventual possibility of changing the importer to use the new format, so the dual file situation can be fixed, and I will bring it up again when I give him the updated plugin to work with for the C2 side stuff. However, last time it was discussed, it didn't sound like a trivial change to switch it over.

    Lastly, despite the delay for new features - if anyone finds any bugs or issues, or needs a small feature like a new expression or condition, don't hesitate, as I can still do smaller updates on the way to the full update with all the pro features.

  • Hey rex. I meant to come back and edit this post with a "nevermind", it turned out the user was using an older version of the plugin. I copied that to the c2 folder, and it was fixed. Thanks!