lucid's Forum Posts

  • Hello CanGame. CocoonJs Support coming soon. The import process is just dragging the .scml file into the layout.

  • terrablast, please send me the file at lucid@brashmonkey.com, and I'll take a look

  • oh yes. ok. I'll see what I can do for the next release for that as well

  • Hey Jayderyu.   I'm not sure what you mean. Do you mean, to not use separate sprites? It was originally going to be like that, but then Ashley and I agreed that giving the option to add shaders, or control individual sprites was worth the extra effort.

    As for coming soon. I can't give a firm estimate yet, but it would be hard to overstate how big of an update this will be. I won't spoil anything yet, in case I have to cut things back for time, but it should be alot more than just character maps.

  • Happy BDay!

  • That's awesome. Congratulations!

  • Just wanted to share some awesome news.

    We've been talking with Klei Entertainment, creators of Shank and Mark of the Ninja. They're now bundling Spriter with their modding tools for one of their latest games, Don't Starve, allowing modders to create new animated characters.

    [tube]EXIb82OVFDw[/tube]

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  • I'll add this in the next update. along with set visible and disable collisions

  • The z-order thing happens because the scml plugin manages the zorder of each sprite, and does what it needs to to keep the relative zorder from Spriter, so this extra sprite is getting pushed out.

    Character Maps will automate the process of part replacement:

    [tube]http://www.youtube.com/watch?v=NufHCAHrEdw[/tube]

    Once the plugin supports character maps, you'll be able to apply and stack these by name. I'm working on completing the next build of Spriter at the moment, and after that's done I'll update the plugin to the latest editor featureset.

    There are other features coming to the plugin that will help with integrating scml objects with the rest of c2's arsenal that will help make things work together alot more naturally

  • lucid

    anyword with the comparison for SOL. Has it been solved. it's not an often or always thing. I get it occuring with different situations.

    spriterobject.owner >= 1 there are 4 listed 0 to 3

    -- spriterobject destroy

    0, 2, 3 are destroyed, but 1 is still there and 0 is destroyed which shouldn't happen at all. I suspect this has to do witha Container problem. and of course there was the one that I sent in the CAPX where it was an increment of 1 that was removed.

    That's a really odd bug jayderyu. I'll have to check in with Ashley about this, as I'm really stumped as to the cause. The SOL only gets messed up for the destroy action.

    Wait, I thought spriter would already work with cocoonJS if you used the .scon files?

    Not yet. C2 editor (not the plugin yet) is already ready to use .scon files, but Spriter itself doesn't save the .scon files yet. That's coming in the next version.

    In the actual Spriter program I'm trying to center my character in the animations. When I select all the parts and move them in a keyframe, the next keyframe gets a bit messed up :Are you sure it isn't that certain objects aren't keyed on the next frame (expand the timeline widget vertically to see more keys). If it's not that, then let me know and I'll look into it further.

    lucid

    Can you please add the visible and invisible option. Since Spriter needs a few frames to initialize it would be nice to hide object briefly if needed. plus Sprites have this option, and having to go through all container sprites for a large complex object is overkill to be invisible.

    I will add that because it's needed for it's own sake, but the initialization pause will be probably be fixed in one of the next two versions of the plugin. I will be adding a fix to prevent each new instance from parsing all over again, and then the initial pause at start of layout, or upon the first creation of an instance should be faster with the new json format.

  • Hi everyone, I'm closing up the Spriter B6 featureset at the moment. After this is released, the C2 plugin will be fully updated to support character maps, cocoonjs, and other features that arrive with B6.

  • Thanks jayderyu. Looking into it.

  • hi oronbz. I'm aware of this problem, and I have a few possible solutions I'm working on. Thanks for the report.

  • I love this thing. Ordered my copy a while back. Looking forward to the time we get to tween animations, and even the possibility of allowing for rag-doll physics in C2... but I doubt that is possible :(

    Thank you. It is possible, but that's a long long long term thing. It's an idea I've had in mind since the beginning though

    >

    > I got that problem until I went into Spriter and gave a name for each object in the Persistent Objects panel. Double-click on the object, a little box appears, add a name. Rinse repeat until they all have names, then delete everything from your C2 file (the family, the .scml, the images, the files) and re-import it. If they show up in the editor, you have them named. Otherwise, you missed something. I hope that works!

    C-7   hello,Excuse me where is the Persistent Objects panel ,i can't find it in Spriter Essential Edition b4.

    All of the Spriter versions since the c2 plugins been around automatically name everything (even if you load an old project and resave it, they are automatically named with generic names). Also, you can double click anywhere in the editor where an object name appears (zorder, heirarchy, timeline, or persistent object palette) to rename it.

    All objects are persistent now so it's just called the 'object palette', and by default when you start the program it's the tab behind the file palette.

  • I'm not sure what you mean It sounds like you mean what happens when you move the actual scml object, but I'm guessing you mean something else?