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  • lucid

    anyword with the comparison for SOL. Has it been solved. it's not an often or always thing. I get it occuring with different situations.

    spriterobject.owner >= 1 there are 4 listed 0 to 3

    -- spriterobject destroy

    0, 2, 3 are destroyed, but 1 is still there and 0 is destroyed which shouldn't happen at all. I suspect this has to do witha Container problem. and of course there was the one that I sent in the CAPX where it was an increment of 1 that was removed.

    That's a really odd bug jayderyu. I'll have to check in with Ashley about this, as I'm really stumped as to the cause. The SOL only gets messed up for the destroy action.

    Wait, I thought spriter would already work with cocoonJS if you used the .scon files?

    Not yet. C2 editor (not the plugin yet) is already ready to use .scon files, but Spriter itself doesn't save the .scon files yet. That's coming in the next version.

    In the actual Spriter program I'm trying to center my character in the animations. When I select all the parts and move them in a keyframe, the next keyframe gets a bit messed up :Are you sure it isn't that certain objects aren't keyed on the next frame (expand the timeline widget vertically to see more keys). If it's not that, then let me know and I'll look into it further.

    lucid

    Can you please add the visible and invisible option. Since Spriter needs a few frames to initialize it would be nice to hide object briefly if needed. plus Sprites have this option, and having to go through all container sprites for a large complex object is overkill to be invisible.

    I will add that because it's needed for it's own sake, but the initialization pause will be probably be fixed in one of the next two versions of the plugin. I will be adding a fix to prevent each new instance from parsing all over again, and then the initial pause at start of layout, or upon the first creation of an instance should be faster with the new json format.

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  • Hi everyone, I'm closing up the Spriter B6 featureset at the moment. After this is released, the C2 plugin will be fully updated to support character maps, cocoonjs, and other features that arrive with B6.

  • Thanks jayderyu. Looking into it.

  • hi oronbz. I'm aware of this problem, and I have a few possible solutions I'm working on. Thanks for the report.

  • I love this thing. Ordered my copy a while back. Looking forward to the time we get to tween animations, and even the possibility of allowing for rag-doll physics in C2... but I doubt that is possible :(

    Thank you. It is possible, but that's a long long long term thing. It's an idea I've had in mind since the beginning though

    >

    > I got that problem until I went into Spriter and gave a name for each object in the Persistent Objects panel. Double-click on the object, a little box appears, add a name. Rinse repeat until they all have names, then delete everything from your C2 file (the family, the .scml, the images, the files) and re-import it. If they show up in the editor, you have them named. Otherwise, you missed something. I hope that works!

    C-7   hello,Excuse me where is the Persistent Objects panel ,i can't find it in Spriter Essential Edition b4.

    All of the Spriter versions since the c2 plugins been around automatically name everything (even if you load an old project and resave it, they are automatically named with generic names). Also, you can double click anywhere in the editor where an object name appears (zorder, heirarchy, timeline, or persistent object palette) to rename it.

    All objects are persistent now so it's just called the 'object palette', and by default when you start the program it's the tab behind the file palette.

  • I'm not sure what you mean It sounds like you mean what happens when you move the actual scml object, but I'm guessing you mean something else?

  • SgtConti, you can control each individual sprite with the usual actions. Eventually, the plugin will be updated to allow you to control bones (which affect the animation but are not C2 objects)

    Zaxuhe, do you mean you want to import them at runtime from an external file? if so, this will be supported in a future version of the plugin, but this is currently not possible.

    plugin changelog 8/20/13

      <img src="smileys/smiley38.gif" border="0" align="middle">Fixed a bug that didn't show Set Current Time action changes immediately followed by Pause Animation actions <img src="smileys/smiley38.gif" border="0" align="middle">Fixed a bug that made it so situations like On Animation "A" Finished - Set Animation To "B" followed by On Animation "B" Finished - Set Animation To "A" would both trigger in the same tick
  • looks awesome arcgen. love the style

    azweig, if possible please send me the project folder (scml files, and images) zipped, and I'll take a look, but as far as I know any valid Spriter file should work on export as of the latest plugin version, and the nonworking projects were individual issues.

  • Thanks everyone. I'm glad you're enjoying Spriter.

    Arcgen, I'm not sure what you mean by animation manager. The scml object in C2 (which is automatically added when you import), can be used to set animations, playback speed, etc. Moving, rotating and scaling the scml object will move, rotate, and scale the entire character. Does this answer your question?

  • hey uberlou. Sorry, I never did get a look at that. Can you please send it over. I thought I had solved/responded, and I didn't realize it was only half the body not appearing. Is that a separate scml file or entity? or is it actually loading init'ting the same file at two different speeds?

    edit: also, I have a suspicion that things will get a little faster with the upcoming .scon saving/loading

  • plugin changelog 8/14/13

      <img src="smileys/smiley38.gif" border="0" align="middle">Made the plugin search for lowercase versions of scml filenames (important for exported and projects to load correctly on some servers)

    plugin changelog 8/15/13

      <img src="smileys/smiley38.gif" border="0" align="middle">Plugin at runtime starts at runtime scaled according to the scaling at edittime (uniform scaling according to width)
  • thanks for the bug reports everyone. I'll be looking into all this

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lucid

Member since 16 Jan, 2009

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