lucid's Recent Forum Activity

  • Could you try creating this directory:

    C:\Program Files (x86)\Construct 2/exporters/html5/plugins/

    (or to be absolutely sure, try installing the free C2 version, and put the Spriter plugin there)

    and put the scml directory in there, and see if the Steam version now detects it from that folder. If so I will try to contact Ashley and see if this is a known bug. If this doesn't fix the issue I will see about getting the Steam version of C2 to troubleshoot further.

  • Hi saint Mike, just to rule out the simpler possibilities first, your folder structure is like this right?

    /Construct 2/exporters/html5/plugins/scml/common.js

    /Construct 2/exporters/html5/plugins/scml/edittime.js

    /Construct 2/exporters/html5/plugins/scml/PluginIco.ico

    /Construct 2/exporters/html5/plugins/scml/runtime.js

    /Construct 2/exporters/html5/plugins/scml/version.txt

  • lucid Does Spriter support warping yet?

    Spriter Pro let's you try out an early prototype version of our future warping features (this video has a brief overview of how to test it: https://youtu.be/V0ehOfGP5XY?t=383). We don't recommend starting a major project with warping just yet, as the final version of the feature will be expanded and enhanced, and projects using the current version of the feature might not be compatible with the final version. Also, because the current version will be replaced with a better version, we can't invest any time in support if you happen upon any bugs or issues with this prototype version of warping. Here's an example of what one user was able to create with the prototype feature: http://brashmonkey.com/forum/index.php? ... tes/page-2

    It will eventually be fully supported in both Spriter and the C2 plugin, but in the meantime, you can export animations using the current deform feature to sequential pngs and import them as regular sprites in C2, if you just want to try it out.

  • lucid Yes, that's it. I want to be able to set starting opacity in the properties pane~

    I mean I set the spriter object fade in with lite tween plugin,and I need to set opactiy "0" In the beginning,

    winsonzhong:

    7/19/2015

    • Added edittime property 'starting opacity'.

    What I want to have happen is the box has all of the variables for the different colors and are randomly picked on creation. Then Each Sprite in my Spriter Object will look to the box for its variables and change their tints accordingly. I'm having trouble with them referencing the box.

    sman118, For that you could add the playerbox sprite to the container. Then when you refer to playerbox.myVariable it will automatically associate with the correct playerbox. Here's an example with opacity retrieved from the private variable 'startingOpacity' in 'PlayerSprite':

  • hi winsonzhong, You want to be able to set starting opacity in the properties pane, instead of just actions? I understood that part, but what do you mean that you need to use tween control opacity?

  • No trouble at all. Please feel free to ask whenever you have issues.

  • lucid - thank you for that, it has fixed half of my problem! However, I am struggling to import the full Spriter project into c2 - when I try the character maps sprites are missing. As you can see from my example above, there are only 3 red sprites in the project, but for the character maps to function properly during run time the others should be imported as well. What did you do to enable the export of these extra sprites in your example? Thanks.

    Edit: I suspect that I am missing something completely obvious here because you managed it. If I bake the character map to an entity (which creates an extra entity in Spriter) and then the import the scml into c2 then the import brings the extra sprite images as well so they become available during run time.

    Edit 2. I guess that this is a public demonstration of my learning - I see that baking the character map to the entity is the way to go! If I do that then there is no problem here. I guess I have answered my own question.... Thanks for your great support!

    I didn't reimport to fix the capx, or even open the project in Spriter. If you look at the capx I sent back, all I did was add an action to set the Entity (your first entity doesn't have a character map), and then on left click, append the character map.

    Your Spriter project was already imported correctly. Character maps images are added to sprites for the original images. So if you have 'head.png', and you have a character map that changes 'head.png' into 'evilHead.png', then they will both be added to the same sprite in C2. Since the character map replaces the image, you will never need both 'head.png' and 'evilHead.png' at the same time on screen for the same character. Also, if you have an event 'on collision with Head', you don't have to write it twice for both of the versions of the head sprite.

    I'm a little confused as to what you're trying to do, though. It seems like you just want a separate character as opposed to a character map. You can of course, use in other creative ways, but the most basic examples of usage would be to do things like make it so your character can get an armor or clothing pickup in game so you can actually see the character wearing the new outfit. Another example would be customize-able characters so you can change out body parts or the entire image set to make the characters look different from each other.

    Baking the character map out makes the change permanent, so it's no longer a character map, and is now a separate character. Please let me know if this makes things more clear.

  • when can the plugin support deformation? We have been waiting for a loooooooong time !!!

    I can't give a good estimate at this time as I don't want to be wrong again. I will say that the reference implementation I'm still working on will be the basis for an improved c2 plugin that should run more smoothly and require less ram, and that will bring it one step closer toward having the deformation as well. The deformation in it's current state in Spriter is not at all what the final product will be like. I understand it's frustrating and I apologize for the many missed estimates, but we absolutely will have a far more polished deformation feature in Spriter, and support for it will come to c2. I will update when I have something more concrete.

    Hi Lucid,

    I am having trouble with using character maps on import into c2. Here's a simple zip of a demo capx and scml to show you what my problem is. I'm not sure if it's a bug or if I have been trying to use a feature that's not supported by the plugin. When I import a scml into c2, the entities and their animations are accessible but the import action does not bring over the character map sprites. In the attached example, the import should bring in 3 red/green/blue squares, but it imports 3 red squares instead. I've been using r208 and v4.1 Spriter. Thanks!

    Edit - it appears that the character map active settings weren't saved. I'm investigating....

    Edit 2 - Confirmed - the active character map selection is not being saved in v4.1. On closing and re-opening Spriter, it reverts back.

    Character maps are made to be dynamically added, so you can change them at runtime. When you add an active character map in Spriter, you're previewing what it will look like to activate that character map at runtime. I edited your capx to apply one of the character maps. (Left click to apply the character map)

  • There's a few things it could, be. Maybe the action point isn't present on all frames, and it's not on the frame you're spawning it on, or it could be a bug. Could you email me a capx where I can see the incorrect spawning point?

  • adamcreator -Unfortunately, at the moment, there are no options to change the ui theme. We will probably add something like this at some point in the future, but I have no estimate of when this might happen.

  • download the newest version

    5/11/2015

    • Fixed a bug where when switching to an animation with a different z-order from the previous animation, sprites wouldn't always immediately update their z-orders.
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  • Hi I would either wait for the end of the crouch, or make the crouch to stand transition an actual animation. In a future build of the plugin, this will be updated so you can blend from mid-blend.

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lucid

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