lucid's Recent Forum Activity

  • Drago_18 fixed the link

  • Hello again everyone. Sorry for the long delay and thanks for your patience. This should fix the issue with the c3 plugin:

    download here

  • Hello everyone. Sorry for the long delay, and thanks for your patience. This should solve the issue:

    download here

  • Hello again everyone. Sorry I've been away. I've been working on Spriter 2 related things, but I will fix the spritesheet issues. I filed a bug as per Ashley 's suggestion, and it should be simple to update the plugin once the SDK supports animations.

    I made an attempt to circumvent the issue using images instead of animations under the hood, and it doesn't seem like there'll be an easy way to do it without breaking projects and redoing a lot of work on the plugin.

    Thanks for your patience again everyone.

  • Ashley - I tried that, and I get:

    Uncaught TypeError: Cannot read property '3' of null

  • Morganov - I see one of those is the spritesheet, but I'm not sure what is it's supposed to look like vs how it ends up. Can you post an image of the correct result, vs the incorrect one?

  • Hello ..I am using Spriter addon in my ios game. but spriter object not working..It work in safari on ios and mac but not working when I export it to ios via xcode..no crash, no error.. but character not show in game..Pls help!!

    Hello. Sorry for the late reply. Unfortunately I don't have an ios device to test with at the moment. Can you check if it will load if you either restart the scene, or make additional instances of the same character after the level loads?

    Looking forward to more updates, keep up the good work Lucid, and thanks for your work so far??

    Thank you very much.

    Thanks for implementing the spriter plugin! Been using it in my project and discovered a fixable bug after much head scratching!!

    It seems that when using spritesheet (spriter importation method) animations some anims rendered properly and others were rendering random parts of images from elsewhere in the project. Turns out its to do with the way C3 uses its own spritesheets. If the Spriter Spritesheet happens to be in the top left corner of the C3 Spritesheet everything is fine. If there are any other images in that corner of the C3 spritesheet it will wrongly use them.

    You'd never notice if not working on a big project with lots of sprites as opposed to a blank canvass test!

    Would greatly appreciate a fix. And thanks again for the awesome tools/work!

    o you're saying it does not happen on large projects, but does happen on a blank canvas test? Ashley, is there some check I need to do on the texture to detect if it has been rotated in the spritesheet before rendering, or does this sound like some other type of problem? I couldn't find anything in the api documentation about it, and this issue wasn't ever reported in the C2 version with the same code.

  • arrow_apollo - I apologize for the slow reply. It's been a hectic last couple of weeks. Did you have the options set in Spriter for C2 :

  • any update for the plugin yet?? p.s. when will spriter 2 release?

    I apologize. I thought I had replied back here about it after I heard back from Ashley. The ability to import individual sprites needs to wait for the Custom Importer for the C3 plugin sdk to be a little further along. It is on the Ashley's todo list, though.

    Don't forget you can still import and use the animations in C3 using the other method quoted in xahdy's thread. As for Spriter2 - Unfortunately, I still can't give an ETA or any concrete information for multiple reasons. I can say we're making steady progress. We should be able to give some better info by the end of next month.

    Why I can't save it?

    When the outline of the spritesheet is red, as in your screenshot, it means the spritesheet isn't large enough to hold all of the sprites. On the bottom left of your screenshot, where you have 'max' set to 1024. Just change 'max' to 'target', which I believe is the default. This should fix it.

  • haddy22

    Interinactive

    Bl4ckSh33p

    Just to be clear. The plugin should currently work for the preferred/better performing method, using a single spritesheet, instead of separate images. If you need to use separate images, I'm working on that. I asked Ashley a couple of questions in the SDK thread to help me proceed. In the future I'd like to add the ability to use more than one spritesheet per entity, but unless you have an exceptionally huge project, this shouldn't normally be necessary.

    I apologize for my slow replies as of late, but despite outside appearances, rest assured we are working hard behind on the scenes on important updates for Spriter.

  • Ashley - I have a couple of questions about the importer API. First in the example plugin.js, on line 70, you have: const imageEntry = zipFile.GetEntry(filename);

    [quote:3bzhpeq7] // Look for the given filename in the zip file.

    const imageEntry = zipFile.GetEntry(filename);

    if (!imageEntry)

    return; // referenced filename is missing in zip

    // If the file exists, read the referenced image file as a Blob.

    const imageBlob = await zipFile.ReadBlob(imageEntry);

    Is it possible to have it read from the folder of the dropped file, or does it have to be a zip file that contains the other files?

    Second question, how would I go about adding entries to the event sheet - In C2, dragging and dropping the scml file created the On Initialized event, and added the Associate actions. Is this possible with this API yet?

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  • Thanks Ashley - will take a look

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lucid

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