lucid's Forum Posts

  • I'll have a look, and see what I can find

  • they should be in a folder.

    here I'm adding a condition

    <img src="https://dl.dropbox.com/u/1013446/SpriterReleases/release/c2plugin/instructions/folder.PNG" border="0" />

    after double clicking the folder named after the spriter object:

    <img src="https://dl.dropbox.com/u/1013446/SpriterReleases/release/c2plugin/instructions/folder2.PNG" border="0" />

  • the issue with reimporting the animation again without losing events is something I've discussed with Ashley, and he said he hopes to work in a solution in a future version of c2.

    as far as the being able to set action to each body part, you can do that now. It's why we went with individual sprites instead of the original plan to have the one plugin draw everything.   Also, the import process puts all the sprites in a folder for you, and they are all in a family, and a container together, so if you have a condition that picks any of the parts or the scml object itself, the rest of the parts are automatically picked.

    The short answer, is you should just be able to create actions with the torso sprite object as if it were just a normal sprite (because it is)

  • cosmos10040, sorry for the late reply. Was at Thanksgiving celebrations with the family, but retrodude is correct.

    retrodude, because you can animate width and height changes in the editor, part of the animation is setting width an height every tick. To override, your width and height changes should take place every tick as well. For example:

    -Every Tick

    -----set Spriter_hand width to 1000

    If anyone has ideas they'd like to see integrated to add more flexibility with things like this let me know. For instance I can try to add something to let you find the x or y scale factor of a body part, that way if you make the arm 2 times the size, it can still grow and shrink according to the animation, but grow and shrink to the animated size x2, if that makes sense.

  • Ok, I know why this is happening, and it will be fixed in the next build.

    Thanks for the bug report.

    Also, Spriter the program isn't complete yet, but there will be nothing that breaks caps or Spriter projects in any future editions.

  • no problem

    glad it's working

  • Hi cosmos10040, the original post has this download link if you need it again, but you can download the plugin here.

  • NRABrazil:

    latest release with r110

    also had some people in chat test it, and they also had no problems.

    Might be something simple. There was a few times I ran a similar test, and forgot I had it following mouse, and thought something went wrong because my mouse wasn't over the canvas. But aside from that this also ran for other users as well.

  • NRABrazil I just tried it in firefox,chrome, and a ie, and it worked in all without disappearing. might be a browser issue, are you all up to date?

  • no problem. also fixed the link for anyone else.

  • Hi everyone, thanks for your patronage and support.

    UberLou, the reason this is happening is because you have to manually name the items in the other animation as well. The next version of Spriter will make this more simple along with having default names. In the meantime, here's the file I've been using.

    EDIT: also, thanks Kyatric, for fixing the links.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thank you very much everyone for the support

    Download the plugin here

    A few things to note about the plugin in it's current state, to ensure it imports correctly:

      <img src="smileys/smiley38.gif" border="0" align="middle">Please make sure every object is named in Spriter. Do this by double clicking the object name in the bone hierarchy view. (there is a control to unhide sprites at the top of this window). In the next build of Spriter, all objects will automatically be given a default name. <img src="smileys/smiley38.gif" border="0" align="middle">This plugin does not work with bones at all yet. The import will fail if you attempt to import a boned project. <img src="smileys/smiley38.gif" border="0" align="middle">All objects must exist on every frame for it to display correctly. (There will be a new plugin release in a couple of days that fixes this problem).

    Please keep in mind as Ashley said, this is still very much in the early stages, so all of the above caveats will be corrected soon. Please report any bugs or suggestions in this thread for now.

  • khalan is correct on all counts. Indie license increases to $75 in december. Indie license is equivalent to a commercial license, just at a discount for smaller indie devs. Any purchases made before the price increase will count as commercial licenses when that one becomes available. There is currently, and always will be, a very useful free version as well.

  • hi mammoth.

    they're just regular images. You animate by moving around the images, and scaling and rotating them, removing them, or swapping them out. Then when it's imported to C2, the plugin will recreate that same animation in realtime.

  • Hi NRABrazil,

       I did miss a few things in my description of what to do, so this is the most likely problem. First, every object needs to have a name in Spriter, (double click a sprite or bone in persistent object palette, or bone hierarchy view to rename) the next release of Spriter will give default names even if you don't name them, but in the meantime that's the most likely problem. Also this early version c2 plugin doesn't yet work with bones, or nonpersistent(untweened) objects.

       However, I have to recommend you not to bother with this version at this point. Just got another email from Ashley, and he's made quick progress, and the automatic version of the plugin should be coming soon. Also, I'll most likely add bones before then as well.

       Sorry for the inconvenience.