lucid's Forum Posts

  • yes uberlou, that's near the top of the todo list, and will be coming thing month.

  • Surely looks fancy !

    But that would be nice if the object would automaticaly imported into a subfolder of the objects folder , You know ... So much objects !

    something like that is planned as well.

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    • 1-12-2019
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  • voted! was actually just contemplating suggesting this to you guys a couple of days ago.

  • thanks rojo

  • Hi,

       Unfortunately I don't have anything setup to work on CC plugins anymore. I don't even have Visual Studio installed, and won't until it's time to make the Spriter plugin for Construct Classic, which is a ways off. It's barely changed from the vanilla sprite plugin, so anyone with basic plugin knowledge should be able to work something out.

    Here's the source code:

    https://dl.dropbox.com/u/1013446/UniqueSprite.rar

  • Hello everyone.   Just an update. Ashley and I have come up with what we think is the ideal way to import Spriter characters into C2. It's different than how the demo currently works, and as a result I will need to redo alot of what I have already done.

    Additionally, the next updates for Spriter (the Spriter editor) are very important, and will consume most of time in the short term. This means a delay of a few more weeks. I apologize, as I know you've all been very patient, some since long before the Kickstarter.

    However, the reason for the delay is nothing but good news. Until at least a basic version of the plugin is running, I don't want to give too many details, but the reasoning behind the decision to change the way the plugin works will definitely result in a much more awesome/useful plugin.

    The plugin from the demo was working within the confines of the plugin SDK. Ashley will be doing some Spriter specific stuff C2-side resulting in a Spriter plugin with much tighter integration with C2, and better workflow. In addition to this, Spriter objects will have all the preloading and compression power of Sprites.

    And lastly, because of the slight delay it's more likely I can work in bone support in one of the first few builds of the plugin, as bones are coming in the next build of Spriter.

    Stay tuned, and thanks again for your patience and support.

    EDIT:

    i have a question : is there a way to make this :

    in the beginning of the tween the right hand behind the body (under layer)and in the end of the tween it comes front of the body (upper layer)

    yes, the tweening and zorder don't effect eachother in Spriter

  • I've been in talks with Ashley. We're working out how best to get awesome Spriter plugin integration with C2. Ideally, you'll just be able to drag and drop SCML into the layout editor like you do with Sprites. Will keep you posted as things progress.

  • You can do either tweened or nontweened, though the current alpha(of the editor itself) doesn't have all the options and niceties for relating to tweening/nontweening that 1.0 will have.

  • thanks mrMiller

    update here

  • Hi guys,

       Sorry for the delay. Great news though, the plugin is getting along awesomely. Here is a quick preview in HTML5 canvas, so performance will only improve with WebGL:

    TRY IT!!!!!!

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  • Sorry for the delayed reply everyone. Haven't checked the forums in a bit.

    Thanks MrMiller

    1.Mike will be making art packs using the usual technique used in professional studios which isto render it in 3d, then use that as the base for the hand-drawn art. You'll be able to replace the body parts with your own art, and tweak the animation. You'll most likely get ideas of how to solve some of the problems associated with making iso characters as well.

    The deformation is the very last thing we're adding to Spriter. It might appear in some limited fashion before then, but it won't be until after 1.0, which is estimated for a late December release.

    Procedural animation will arrive before deformation, and possibly before 1.0. Using procedural editing features will provide some new an interesting ways to deal the isometric issue, and things like forshortening, etc. With video of the features in action it'd take a minute or two to describe and make sense. Without video, I'd have to outline it in detail, which is quite a read, but if you're interested, can be found here. Please excuse the typos. It was the last 64 hours of the Kickstarter.

    2. It will be when I or someone else makes a plugin

    unfortunately I won't be able to get to that in the near future. If any of the other CC plugin devs want to get to it sooner, I'd be more than happy to help them.

    To everyone else, sorry it took so long to update you on the Construct 2 plugin. I need to confirm something before making the announcement, but I expect to have some good news by the end of the week.

  • hi jwjb, we're working on getting a more concrete answer for that, and I'll post an update in Construct 2 forums when we have one.

  • thank you very much.

    btw, the latest Kickstarter update has alot of cool news, and depending how recently you watched the videos, you might not have seen our most recent video, with the all new cross-platform Spriter: kickstarter.com/projects/539087245/spriter/posts

    [tube]http://www.youtube.com/watch?v=GZVNb-8rW5k&feature=player_embedded[/tube]

  • Bones are not done yet. tweening is very far along:

    [tube]http://www.youtube.com/watch?v=GZVNb-8rW5k&feature=youtube_gdata[/tube]