lucid's Recent Forum Activity

  • Ok, this should fix it. Let me know if there are any other problems

    Download it here

  • could be just me, butt he game crashes whenever Spriter is initialized more than once

    Thanks, made some last minute changes before uploading. Looking into this now.

  • Thank you very much, Roccinio. I brought it up to Ashley. I'll update you once I find out either way.

  • Hi again, everyone. Been holding on to this waiting for more time to test, but in the interest of not taking any longer, here is the latest version of the plugin for your testing pleasure.

    Please back up your current project before trying this plugin (along with your current version of the plugin) if your project is not a throwaway project for now. There is nothing wrong with the plugin, and it actually fixes a bug or two from the previous version of the plugin, but there's quite a bit of new stuff going on under the hood, so until this gets marked official with the c2 and Spriter versions to support it, take it as a test version.

    This stuff is ready to go in the plugin, but will not work until C2 and Spriter are updated accordingly:

    Sound Effects

    Character Maps

    Collision Boxes

    This is the new stuff that's in there now and should already work:

    Action Points (like image points in c2, but animate-able in Spriter)

    Animation Blending

    Easing Curves (controlled per keyframe in Spriter - instant,linear,1d quadratic,1d cubic, cubic bezier)

    Download it here

  • Did some testing today with and without pixel rounding, and it seems that since Spriter's linear animation is much like scrolling pieces around, the odd looking animation artifacts will be there for some animations, especially if the character is small within Spriter, or there are some very slow moving pieces, Using instant speed curves for your animations (speed curves will be supported in the upcoming plugin release), will make it animate in a more frame by frame looking way, while still saving vram, and not being affected by pixel rounding as noticeably. Until there's an actual pixel friendly art mode in Spriter to preview how it'll look before playing it in engine, I'm not seeing a better solution. I'll bring it up with Ashley, when I send him the updated plugin; he may or may not have experienced/solved something similar in the past that might help me.

  • > It depends on how you export from Spriter. You may want to downsize your images if they are large. If they are much bigger in spriter and you end up having to resize them in C2, it may be better just to export them from spriter in the size you need them.

    >

    using the plugin is better for performance in cocoon? or its better to export?

    I haven't had a chance yet to do alot of performance testing on the different c2 exports yet. Please let me know what you find. There are alot of benefits that will be lost by going with regular frame by frame animation though (export to png, instead of using plugin)

  • tumira, I plan on it. No ETA on that yet. But the full featured Spriter/plugin will be able to make pretty elaborate menu systems with very few events.

    joelbelo, please do:

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  • I do have one question though, will there be a wiki/print tutorials for spriter in the future?MelVin2014-02-15 07:36:07

    The help file within Spriter is the closest thing for now. After 1.0, we will definitely be updating documentation as well.

    hi lucid!

    http://www.scirra.com/forum/trigger-onc ... 86899.html

    is there a way to play scml animations for each instance without using the build in platform animation triggers?as you can read in my above post anything else than "trigger once" loops the animation to its first key frame and if i use it it only picks one instance.

    please help

    I'll take a look at this.

    That looks great lucid . I was wondering if there was going to be any way to lock a frame rate to the Spriter animations. If I remember correctly, the speed will depend on the strength of the computer running the game. I just really think there are huge possibilities for using Spriter for cut scenes and conversations between characters, but it would be too hard to line up the lip sync with the audio file without knowing the frame rate.

    Not sure if that's a priority or not. Spriter looks pretty amazing already.

    Thanks.

    The framerate will depend on the speed of the system, but the playback speed should be the same, so this won't affect the time it takes for the animation to play, just how smoothly it plays. Also, the final version of the plugin, once I get the new plugin to Ashley, and he has a chance to update it, will let you trigger sound effects. I've tested it a little (the plugin is already ready for sound), and it seems promising, though I haven't tried anything as complicated as cutscenes. Also, a future version of Spriter will have the option of exporting to a framerate, which will speed up playback and performance in those cases, because there will be no tweening math at runtime.

    This latest video made me purchase the Spriter. These features are definitely something I'll want to support.

    PS: Is there any convenient way to make character not swap items on it's hands when facing/moving left? I know that at the moment this is done with simple mirroring the right facing animations and it looks somewhat kooky.

    You would just have to create a separate animation for right and left facing animations.

    > why when using "pixel rounding on" my spriter animations during runtime, freak out and act weird?

    >

    Because the Spriter animations use sub-pixel movement and scaling. Pixel rounding forces things to exact pixels so the two are competing for where to place your objects.

    quote]

    C-7

    thank you for your explanation.

    but if don't use it then sometimes a small line appears between my tilemaps during run-time.

    so on fixes tilemaps and kills spriter animations and off works the otherway around.

    any suggestions on how to solve this?

    This is correct. I haven't had a chance to check if there's a way to fix this yet, however, eventually(after 1.0) Spriter will have a pixel art friendly mode that won't allow subpixel movement. I suspect there will be a mathematical solution that will work before then, but very busy with all the basics, so I can't promise an ETA.

    how about the performance in cocoon?

    i have around 10 enemies in my game, each one has 3 animations of 60 frames each.

    exporting from spriter it goes around 5mb for each enemy.

    if i can put only the pieces of each enemy and do the animation and for all the enemies it is only 1 mb.

    that will give faster loading and download time i think.

    please tell me if I'm wrong

    It depends on how you export from Spriter. You may want to downsize your images if they are large. If they are much bigger in spriter and you end up having to resize them in C2, it may be better just to export them from spriter in the size you need them.

    I suspect BluePhaze already answered your question, and not sure if this answers part of your question either, but the plugin will only load the file once per file, even if it's shared by several characters.

    the animation looks different than exported or inside spriter.

    only the head of the monster, it has a little bit of movement, but when i play it on construct 2 through the spriter plugin its like the head is moving only in some frames..

    everything is smooth except the head..

    its like the monster body is 60 fps and the head is like 5 fps..

    i dont know what can cause this..

    I will have to take a look at this, but I'm not sure what you mean. The demo in the original post of this thread uses the monster file, and seems to play back ok, so maybe its a recent bug? Can you send me a capx?

    Thanks for your patience everyone. Will try to get the updated plugin out this weekend. You'll still need to wait for an updated version of C2 and Spriter to use some of the features, but action points and animation blending will work fully.

  • tgeorgemihai : no problem

    lucid

    Thanks for such a great product and these awesome updates.

    I was wondering if you think the warp/bend effect will be possible in the future (like what you see here at 12 minutes, 12 seconds: http://youtu.be/V0ehOfGP5XY?t=12m20s)

    It will be in the future. That is currently an experimental feature in Spriter, meant for testing, but not production use yet. So, it will be greatly enhanced and expanded after Spriter 1.0. Once it's in something closer to final form, I'll add it to the C2 plugin. I did a few tests already when I was working on that version and it seems it will work, but it would be a webGL only feature most likely.

  • Great work lucid <img src="smileys/smiley20.gif" border="0" align="middle">

    Construct 2 and Spriter are getting better and better. I'm glad I've bought license for both (best 119$+25$ spent) <img src="smileys/smiley14.gif" border="0" align="middle">

    Small question: Can I make a sky animation like

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    using Spriter ?

    Thanks TGeorgeMihai. That sky is not possible with the current version of Spriter (if you mean that perspective Mode7 looking sky), but after 1.0, we will continue working on the image distortion capabilities of Spriter, and that will definitely be possible, and we plan to make the plugin use those features as well. No ETA on that yet though I'm afraid. Also, if I remember correctly, one of the third party c2 plugins (rojohound's I believe) can do some 3Desque things like that.

    i have bought Spriter for the sole reason of using it with C2.

    What is the current status?

    how long do i need to wait when the full version of Spriter is ready?

    I have been waiting very impatiently since 2013 to start on my projectSorry about the delays bjadams. As TGeorge said, though, it's already useable, and there have been several published games using it already. The current status is that I'm overhauling the timeline system to better support the last of the pro features before 1.0. Also, the timeline widget has had the most requests for enhancements. There is not an ETA for the next release yet, but we're very close to the 1.0 feature-set as is.

  • Hello again everyone. The plugin side work for the next C2 Spriter plugin update is complete, but not ready for public consumption just yet. There are some things I need to fix Spriter side, and some more things Ashley needs to do C2 side before this is all in your hands, so it could be a little while, but I wanted to update you all on the progress being made on the plugin. The following video shows off some of what's to come, and below you can test the demo from the video yourself

    [tube]uiZ3aCnikFQ[/tube]

    test the demo

    You can read the full write-up in our Kickstarter update

    The short version is that all features that are in the current public build of Spriter are ready to go plugin side, including action points, character maps, collision boxes, and sound effects. In addition to this, the plugin will now support animation blending to smooth transitions between animations or to allow you to generate a custom 'in-between' blended animation on the fly. Thanks for your patience everyone. Enjoy!

  • Hi wguilhermino,

       Not all of the pivots will be set directly upon import if they aren't on the initial frame of the first animation. But when I debugged, all of the collision boxes seem to be in the right place when the animations are played back. Can you screenshot the offset, or send me a capx where you see this happening? (lucid@brashmonkey.com)

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lucid

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