lucid's Forum Posts

  • please do send it to lucidfbm@brashmonkey.com

  • plugin changelog 11/18/13

      <img src="smileys/smiley38.gif" border="0" align="middle">Fixed a bug that made it so setting a the object's size ratio before the character loaded would be ignored

    lucid also when i set pixel rounding on NEW PROJECT TAB and i preview, my animation gets distorted. its like pixels move back and forth while he animates.Thanks for the bug report, will have to look into this.

    Hi, I just import a scml object like I used to do. and I get this error when I run the layout

    (Chrome)

    Unexpected token <

    lease watch the video above to make sure you have all of the instructions, but I believe the problem is that in the object's properties the default is .scml, rather than .scon. The new plugin requires the .scon file to be specified there. This is just a temporary thing. I forgot to mention this to Ashley, but I'll let him know, as this is a C2 side thing.

    lucid

    1)i still have the exact same problems with the new plugin.

    no matter what animation i set at "properties" -> "starting animation" it always plays the first default animation that i saved in spriter. e.g "idle" instead of "run".

    this problem is "solved" only with the "wait 0" command during sprite initialisation. this also applies for the size of the character as well.

    2)the proper animations play ONLY when a certain condition is met in the code (e.g "platform on moved")the SECOND time.

    possibly the problem has to do with the way the sprite is initialised?

    I tried to reproduce your bug, and I did!, but originally thought it was a plugin problem, I ended up fixing it by removing the quotes from my default animation name, I had "walk", and in the debugger it came up as ""walk"", and it couldn't find an animation named that. let me know if that was the problem, if not please send me the capx if possible, because it's working for me.

    lucid

    On initialized>> Set object scale - isn't working anymore. I updated the C2 plugin and imported scon-files and everything is now unscaled. I don't remember if Mike covers it in the video, but you should no longer use on-initialized to set the objects anymore. That should now only trigger once per file on a layout. However there was another issue probably stopping from working at least once, or from working At Start of Layout, where I recommend you move those initialization actions. That's fixed with the new version of the plug.

    Thanks again everyone for the bug reports.

  • Thanks for the bug reports guys. I'll take a look

  • Please note this version of the plugin requires the .scon save option from the latest build of Spriter. Also, this plugin doesn't yet work with all of the new Pro Features (char maps, collision boxes, points, skins). Lastly, for the time being, this plugin requires both the scml and scon versions of the file.   Please see the video below for additional details

    plugin changelog 11/16/13

      <img src="smileys/smiley38.gif" border="0" align="middle">Fixed several bugs with movement jerks at points when transitioning between animations <img src="smileys/smiley38.gif" border="0" align="middle">Fixed an issue where setting the animation before an item initialized would be ignored (like at Start of Layout) <img src="smileys/smiley38.gif" border="0" align="middle">Fixed an issue where each new instance of an scml object was reloading the file<img src="smileys/smiley38.gif" border="0" align="middle">Added support for the new .scon format. This makes projects load faster, and exportable with CocoonJS

    [tube]OvnEh6v_oSE[/tube]

  • I sent him the specs today. Should have at least an update with the bug fixes, and json support soon, even if it doesn't have any of the new features yet.

  • it is probably not a corrupt file. There were definitely issues with setting an initial animation, and some other problems with switching. The next version of the plugin resolves a few of those, and may fix your problem.

  • So I'm back with wanting to move the whole animation from here:

    http://i.imgur.com/HY5XiWk.png

    to here:

    http://i.imgur.com/TooV1cn.png

    without it doing this:

    http://i.imgur.com/EGZ35dP.png

    how can I do? Thanks for reading

    The last two images are the same as far as I can tell.

    lucid

    I love this plugin, very cool and super easy to use. However, it doesn't work with cocoonjs exports... will this be implemented at some stage? If so I would def spend $25 on buying the pro version. I feel that it would allow users to really compete with the big boys.

    Yes, my working copy already works with cocoonjs. There's a few small things I need to do, but I'll be releasing a cocoonjs compatible version soon.

  • Quick question, I was just experimenting. I imported the Grey Guy demo that you provided us into Construct 2, but when I play it back in Chrome, he looks jittery. The animation is just not as smooth as it looked when I opened the guy in Spriter itself. The game says it's playing at 60fps. Is this normal, or is there something affecting the animation to make it not play as smooth as it appeared in Spriter?

    Please send me the capx at lucidttk@brashmonkey.com and I can take a look. There are some playback issues fixed in the next version of the plugin so that may be it, or it may be a bug in the plugin or an issue with the events.

    How will you be able to update a Spriter object once it's on a C2 project?

    I mean, if I do changes to the animations, add more PNGs to it and so... will I need to re-import it and replace all the events? Or will there be a better way to do it?A few versions ago Ashley made it so reimporting gets rid of the objects no longer in use, but keeps the events from any objects that were in both versions, and of course creates new objects when necessary

    Hello friends,

    How can i use Spriter object that has 2 animation?

    i want to use two or more animation with my character.

    Thanks in advance.As BluePhaze said, just drag the scml file into the canvas. In your event sheet, use the Set Animation action.

    lucid

    Trying to download the b5 update. Is your site OK? I also tried to sign up to your forums, and I'm yet to receive an email.

    Should be fine, we had amazing spam issues, and so we manually activate each user after they post a nonspam post. I just activated your account though, so you should be good

  • In the meantime, there is some other good news. The first two Spriter Art Packs have been released!

    Preview them here!

    Read the full announcement here.

    On a related note, the previews are running on my current version of the plugin, and can be exported to cocoonJS. They also load a little faster using the new scon(json) format. The previous release had a problem where it would load the file each time a new instance was spawned. The plugin will now only load once when the first instance is created.

    Thanks for your patience everyone. We're almost there.

  • it's getting very very close now jayderyu. I hesitate to give the date for obvious reasons. Also, I just noticed I hadn't responded to your post on the previous page. The scon method will completely replace the scml in the C2 eventually.

  • Well, B6 is long overdue, so the short term priority is completing that. Then I will give Ashley all of the necessary changes C2 side, and then update the plugin in several updates incrementally starting with character maps, since that was already a feature in B5, that way you don't have to wait for any of the other features.

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  • Hi everyone,

    Mui3

    There is and will be a lot more to Spriter than initially meets the eye. Spriter is not just an animating tool... The fact that you'll be able to use the actual animation data in-game instead of full frame images, as well as other game data, like action points and collision rectangles, trigger sounds, and variable changes, as well as control on the fly image swapping for characters that get new clothes, weapons etc is what really makes Spriter very different from the traditional 2d animation programs you mentioned.

    It's also important to remember that (due to unavoidable injury related delays) Spriter is still in beta and missing several important features and work-flow enhancements (including to time-line manipulation) which will make it drastically more flexible, powerful, and easy to use.... Most of these features will be appearing in the upcoming beta release, and we'll continue to improve features and work flow every step of the way to releasing version 1.0 and beyond.

    sqiddster,

    As far as we've read, yes, its true that the creators of Spine were early supporters of Spriter, who basically decided (during the delay in Spriter's development) that they could make a bone centered animating tool to fit their needs for the game(s) they wanted to develop faster than waiting for Spriter. This proved be a good decision in their part, and help give another option to those who had immediate needs for a game focused bone animating tool.

    We're frankly glad that the game making community had the option during our above mentioned unfortunate delay, and firmly believe that there is definitely enough room for both tools in this market that Spriter's Kickstarter campaign created. We think it will become clear by the time we release 1.0 and especially in the many releases after, that they will be very different tools, and Spriter will offer some very unique features and work-flow which will make it well worth the admittedly prolonged wait.

    , congratulations again on your success with Super Ubi Land, and we can't wait to see what you create with Spriter.

    the whole Scirra community,

    We feel we have a similar passion to the type that spawned Construct 2, and which is clearly guiding it to become among the most flexible, accessible and fun to use game authoring systems in history. Once we get all key features added to Spriter , we intend to prove this with a strong focus on continued improvements to UI and work-flow, on top of several entirely new features we have planned.

    And of course, as hopefully you all know, we are working hand in hand with Ashley to make sure that we get full, flexible, intuitive and native Spriter support for all C2 users as soon as possible. Thanks everyone for your continued patience and support. The most exciting updates are yet to come. As per an ETA, rather than miss another, I'll just give the possibly frustrating but most accurate answer of "when it's ready". Things are progressing well on both the editor and on tests so far with the next version of the plugin, but I want to keep the option open to be sure everything works as well as possible, rather than rush to meet an arbitrary deadline.

  • Hello everyone. Still finishing up version B6, but I got around to updating the plugin to test the new .scon format with cocoonjs:

    [TUBE]bf_8f0rVxGk[/TUBE]

  • Teaser for Spriter version B6:

    [tube]LgJyiOyA3jc[/tube]

  • Hello everyone!

    I'm currently working on my 1st game in construct.I imported scml file in construct and animation is working well.

    Now I would like to make character with destroyable limbs and joint,

    but I have no idea how to do that, and if is it even possible ...

    So my question is - Is there any way to unpin or destroy one of characters sprites (limbs).

    Thank you! <img src="smileys/smiley1.gif" border="0" align="middle">

    Hi max1919. Since all the images are in a group, destroying one, would destroy them all. I think the best way to do 'destruction' would be to have a private variable 'destroyed' defaulted to false, and when it's enabled always hide and disable collisions. In the future we can add features to abstract this and make it more automatic.

    Hey, Lucid, when it comes to Spriter objects 'attached' to another object, I've noticed that the Spriter object still experiences some nasty 'drift' when the object it's attached to is moving, such as with a platform movement. This is actually kind of an issue, and while it's mainly a visual issue, it's still an issue that I'd really like to see fixed.

    Example .capx

    with example above I notice the spriter object does not scale until the playerbox is moved, has anyone else noticed it when spawning a spriter object?

    I'm having a similar problem, I keep seeing a stack of parts when I first spawn my character, as he falls to the floor it rescales and positions correctly but for a brief second I see this mess of parts were the spriter object should be. Anyone have any fixes/workarounds for this?

    I'll look into these as soon as I can. Closing up the next build of Spriter, and then it will be time to update the plugin and at that point, I'll also fix all the bugs. I plan to address the delay when spawning new scml objects as well. This is a problem with the implementation as it stands, but it's a limitation that can be fixed.

    Hi everyone, I haz a question. Sorry if this has already been discussed, I tried to read the whole thread but gave up after a few pages since it's mostly talking about fixing bugs.

    I found about Spriter only recently (well, I have only used construct for a couple of weeks :P), really cool animation tool.

    I'm not a big fan of the paper doll look, so I'm not planning on using it for character animation, I'd rather stay with the old school hand drawn style (however it can be useful to design walk cycles and export as a template to draw over). But I must admit being able to animate sprite with bones and IK has a lot of potential, not just for game makers, but as an animation tool as a whole.

    In fact, that's what I'm more interested in. Coming from the 3d animation industry, the timeline and keyframes is really something I'm very familiar with and that I wish was present in some way in Construct.

    See, I started working on an adventure point-n-click game, this is a long term project, not something I expect to complete in two weeks, coming along nicely and I'd really like to have some cut scenes at some point (if I get to that point). I found some interesting plugins which could be really helpful for that (liteTween, Timeline...), but when I saw spriter, I thought it would be a lot easier to design and animate cut scenes in it than in Construct (don't get me wrong, I love construct).

    So the question is: Has anyone tried that yet? Create some cutscene animation in Spriter without worrying about events, just setting keyframes, import it in Consctruct, put it in it's own layout with nothing else, start the cutscene by simply going to that layout, let it play the animation and once completed, move to the next layout? Would that work?

    You can definitely do this. Also, I'd like to point out that we at BrashMonkey don't like paperdoll animation either. Spriter was designed to not even require bones, and to be flexible enough that you aren't limited by the paper doll look. Our user tombmonkey has some great examples of animation that doesn't look paper dolly at all:

    <img src="http://i.minus.com/ibv8McFxqBk8i.gif" border="0">

    <img src="http://i.minus.com/iRGK2RQtE3gQG.gif" border="0">

    <img src="http://i.minus.com/iJO2AbchBnKpY.gif" border="0">

    Also, not quite ready to tip our hand just yet, but some of the upcoming features will provide even more flexibility for organic looking animations

    Hi lucid,

    I'm one of your early adopters =D

    I'm wondering if Spriters is ready to be used for mobile games? and what you have to say about performance?

    If you mean mobile games within C2, the next version will allow json export which should make it work with the cocoonjs. I won't know until the plugin is updated how it goes performance wise, but there's no reason it should be slower than a typical C2 mobile game, and for larger characters it may very well perform better.

    Guys, btw any of you experience any problem when hosting your game to any of the game portals when using Spriter for animation in your game ?

    How about other platforms ? Firefox OS ? Tizen ?

    Some mime issues ?

    Are you having issues tumira?