lucid's Recent Forum Activity

  • yaomon17, yeah that sounds like it's on your end. I'm receiving other emails fine. Can you put on dropbox maybe?

    PSI, if you have two keys close together and the framerate causes it to skip over one of the keys it won't ever trigger that state, so if you're trying to use that as a triggering, I'd suggest waiting for event feature to get implemented in the plugin. I'll keep a lookout for this when I'm working on the plugin later, though.

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  • yaomon17, Please send over the relevant zipped scml project folders, and the capx file.

  • jayderyu, are you saying this is happening in the new version of Spriter? or in the scml plugin?

    In Spriter, default pivots and such should be working pretty much as you'd expect, as we fixed several bugs, but if there's something else going on there, let me know, and I'll fix it for the full release. If you mean the scml plugin, I'm not sure what you mean exactly. The plugin imports now with the pivot point/hotspot at 0,0. The reason for this is that Spriter allows you to animated the pivot point, and c2 does not allow for animated pivot points. The plugin just manually compensates for the pivot point as it animates. I'm not sure if any of that answered your question.

  • baterism - if you mean in the plugin, not yet, but I can add that in a future update. And thanks!

  • Changing the pivot point in the file palette locks the positions of the sprites, and offsets their positions so you can change the pivot point, without having your character get shifted around. If it's needed, I can add a feature to disable the position compensation and allow the sprites to shift when the pivot point is changed through the file palette.

    Once the main pivot is set, and you set the character map images' pivot points, when you switch on a character map, the pivot point is in the same xy position on the character, so if you have a long head image with a tall hat, and a regular head, and both pivots are set to where the neck meets the head, the head will appear in the same place, despite being drastically different shapes and/or sizes

  • The Spriter B11 Pre-Release is available for testing! See the full update post here.

    In addition to a number of bug fixes, optimizations, and enhancements, the new version introduces Constraint Relaxation overcoming the previous limit of 2 bones for an IK chain. This feature is available in both the Pro version and the Essentials(free) version. Spriter also now visualizes the waveforms for sounds in the timeline window.

    Cosine Triangulation (2-bone) IK

    Constraint Relaxation (new method) IK

    Sound Waveform Visualization

  • 6bruno6, the collision boxes created in Spriter load correctly and can be used to detect collisions, but since the scml plugin will be moving them around and animating them, you usually won't want to put a behavior on them. So it's best to create a sprite called 'playerbox' or something like that. And then use the pin behavior to attach the scml object to it.

    MikeMS, That is a bug. It must have been introduced recently. Also, your condition says >=600ms, so if the bug wasn't present, it would try to play it pass this condition and pause itself again, so it would need a system condition Trigger Once While True under that condition. However, even if you fix this, it won't work because of the bug.

    I'll be announcing a pre-release of the upcoming Spriter build tonight, and then I'll do an update to the c2 plugin for release over the weekend to fix the bugs that have been reported. After I complete the full release of the upcoming Spriter build, I'll add the remaining features to the plugin. Thanks again for you patience everyone. I'll post back here with the details of the pre-release later tonight as well.

  • PSI - We're closing up the prerelease for the next version of Spriter as we speak. After fixing a couple more bugs we will do a limited release of the program so the community can help us test this new version. After fixing any bugs the community finds, we will package the full release for all 3 platforms. The next order of business is catching up the plugin. The opacity function should still work, so that's another bug that will be fixed. I thank you all again for your patience. This next version of the plugin will be a large upgrade, adding custom event, animated variables and tag states, and subentities as well as bug fixes.

    6bruno6 There will be better options to work directly with the scml object itself, but if you need to manipulate it as one object with a behavior like that, it's best to make a dummy sprite and pin the scml object onto the dummy sprite. This way you have absolute control over the size of the sprite and the offset:

    So, create a sprite that's just a square and add it to the group, and at start of layout, or when you create a new scml object, pin the scml object to it. Then you can just add drag and drop, or any other behavior to the sprite, and have the entire entity behave as you expect it to. In a future version of the plugin you will be able to control the exact size of the main bounding box from within Spriter, and C2 will use this information for the scml object's bounding box.

    Also, just a heads up to everyone, you can now download the essentials versions of the art packs from the Scirra Store after purchasing Spriter Pro. You will find them as 'alternate versions' available for download in the same place you can download the Mac and Linux versions:

    For those not already familiar, when you purchase Spriter Pro, you get a subset of each art pack as free downloads. The “Essentials” editions don’t have as much content as the full commercial versions, but offer a fantastic starting point for creating the animations you might require for your game projects.

  • no problem. Glad you got it working!

  • The images weren't included with the files you linked earlier, so I can't load them into Spriter, but when I look at the scml and scon files in a text editor, I notice the image for the pause button doesn't have a file extension:

    <folder id="0">
            <file id="0" name="menu-general.png" width="69" height="71" pivot_x="0.5" pivot_y="0.5"/>
            <file id="1" name="menu-home.png" width="69" height="71" pivot_x="0.5" pivot_y="0.5"/>
            <file id="2" name="menu-reload.png" width="69" height="71" pivot_x="0.5" pivot_y="0.5"/>
            <file id="3" name="menu-sound.png" width="69" height="71" pivot_x="0.5" pivot_y="0.5"/>
            <file id="4" name="menu-store.png" width="69" height="71" pivot_x="0.5" pivot_y="0.5"/>
            <file id="5" name="menu-pause" width="69" height="71" pivot_x="0.5" pivot_y="0.5"/>
        </folder>[/code:3u1amkpo]
    
    notice it's [b]'menu-pause'[/b], instead of [b]'menu-pause.png'[/b]
    
    My guess (without having the images to test) is that C2 probably doesn't recognize that as an image file so the import is failing.   Please try this.  Back up your original files scml and scon fiels, and then replace them with [url=https://dl.dropboxusercontent.com/u/257875422/temp/forumstuff/pausemenu/pausemenu.zip]these[/url] (I just added the .png file extension on that file entry for both of them).
    Rename the file 'menu-pause'  to 'menu-pause.png'  and try to reimport into C2.
  • ...

    3 - (on spriter) added the pause menu to the animations

    4 - (in c2) reimported again without problems, but the menu dont appear

    ...

    Unless I'm misunderstanding the problem, it's working for me. Here's what I did:

    On the Layout - Spriter Container:

    Locate the scml object:

    Move it into the visible canvas:

    Preview the layout:

    As long as you have your pause_menu scml object on the layout, or spawn it, it seems to be working. If I misunderstood your question, please let me know.

  • winsonzhong - yes. I'll quote my recent response from a previous page of this thread:

    [quote:d4e16et0]The free-form deformation will come post 1.0. I don't want to give an ETA since we're going to continue to polish 1.0 until it's perfect. Then we will take our time to make free form deformation absolutely perfect, though of course there will be beta versions along the way for Pro users.

    Once deformation is a little further along and useable in Spriter in a more final form, I'll start adding it to the C2 plugin. It will most likely be webGL only, as html5 has no reasonable way to do this with useable performance, that I've been able to find.

    The most recent pro features that aren't yet in the the plugin (sub-entities, variables, tags, and events) will be coming to the C2 plugin much sooner.

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lucid

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