sagispin's Recent Forum Activity

  • links dead

  • Hey Guys. I just saw Spriter Pro available in Steam:

    For those who can't afford it, you can buy it here for a $1.00:

    https://www.humblebundle.com/game-devel ... ero_image0

    Sweet deal, thanks!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • BBaller1337

    fireball has looping animation that moves sprites around.

    making a looping animation in spriter is a nightmare because the feature that puts spriter animation inside spirter animation - is still work in progress.

    the new pin action plugin should also work with anytype of object. not just scml (also sprite and tiled background...)

    the problem that you cannot directly "talk" to a sprite that is a part of the scml.

    this is bad practice, because you have no control of how spriter exports.

    as i understand it, you found a workaround using familys like charcterSpritesFamily.

    now you can say fireBall pin to charcterSpritesFamily that has the tag "arm"

    if the sprite gets deleted you just have to give another spirte the tag "arm"

    thats a nice workaround, but you have to maintain it and keep it organized after each change scml change.

  • hi lucid,

    thank you for this amazing plugin, its makes development much easier.

    i have an issue where i have 2 scml objects and i want to attach them together.

    obj 1 is a character.

    obj 2 is a fireball.

    each has a scml file.

    i want to attach the fireball to the arm of the character.

    i need actions that given a name of a spriter-object, it will be able to get / pin this properties:

    x/y/angle/scaleX/scaleY/alpha/Visible(+which frames pin visible to)/z-order.

    this way i can say: fireball.scml set (x,y) to the (x,y) of the character.scml "arm" spriter-object (+ some offset)

    and then i can say: fireball.scml pin to character.scml spriter-object "arm" - properties: All.

    if there is a better way to this, i would love to hear it.

    another possible solution is to use the new Point system inside spriter (yet to try it).

    (i already changed the javascript, and made pin for the visible,x,y,angle, it has some minor bugs and its far from perfect)

  • thanks for the quick response,

    the idea was that function A is responsible for a complex task, B and C act like listeners.

    they want to know when the whole process is finished.

    the process A can mange its listeners by using local variables, and once he finished the task he can active those functions.

    both my suggestion are very possible to do with construct 2 as it is now,

    i just wanted a smoother way to use them to make the code simpler.

    and i will check out those plugins

  • hi rex,

    first let me say your plugins are amazing and i use them a lot.

    i have 2 suggestion for Function2M.

    1) timer plugin like support

    how it looks now:

    start Timer "A" 1 sec

    on Timer "A"

    call func:"A"

    the problem:

    the code is very messy,

    i do not want to use system wait -> you cannot stop it, and it saves the entire object filter in memory.

    how to fix:

    add new actions:

    call function with a timer (once or looped) (with / no params)

    stop timer

    ---------------

    2) delegate support

    how it looks now:

    layoutstart:

    call func: "A" (delB)

    call func: "A" (delC)

    on func "A" :

    globalDel <- A.param(0)

    call func: "LongProcess"

    on func "LongProcess":

    call func: globalDel

    the problem:

    the code is very messy, and it will not work if you call 2 delegates at the same time.

    how to fix:

    the function should keep in memory the delegates as special params even after its activation has finished.

    at anytime you can call -> active all delgates(A) , A is the function name.

    *i think the these 2 problems (timer & delegate) should be solved in the plugin level and not the c2 level.

    still the plugin is a great improvement of orginal function, and its great for wanting something closer to "real programming"

  • Hi,

    i tried using the Spine "beta" plugin, and noticed they only use one C2 game object, instead of multiple sprites.

    this might be crucial to performance, but i dont really know.

    just wanted to through this out there.

    also it looks like spine plugin supports bending sprites:

    cdn.rawgit.com/flyover/spine-c2-plugin

    /master/example/export/index.html

    this was made in C2 and Spine, it only uses 1 simple png. i was kinda mind blown, but i think the same can be achieved in spriter.

    Spine plugin missing tons of features that exists in Spriter.

  • i would like to have the option to export all projects in a given folder at once rather then to go into each project and start export one by one.

    fyi: i need this feature because, i handle 60+ game project with lots of similarities between them and there are no cross projects feature at all (except dragging objects around).

    if there are any cool tips about handling such a thing, i would love to hear about it.

    i usually manipulate the xml files of the projects with my own exe code, to handle mass projects, i cannot mass export though without going in and opening C2.

    would also love to hear Ashly

  • Hi everyone,

    I know this topic is old, it seems that the updates fixed this problem.

    However, I'm working with Spriter and having this exact issue. I'm pinning a sprite form C2 to a imported sprite from Spriter, and it gets delayed.

    Even using other methods like updating position every tick has this delay going on.

    Any sugestions?

    Hi did you manged to solve this issue by chance?

    im having the exact same problem.

    i apologize that i post this here.

    i tried to send a pm, but i didnt had enough rep points.

  • im unable to replicate my problem on a smaller project, so it might not even be the tweens.

    if ill mange to replicate it ill ask again, anyway thanks for now.

  • the tweens are not affected by construct2's "time scale".

    im getting better smoother results when moving things using the simple method of self.x+dt*speed.

    i use time scale to simulate weak devices.

    i would love some help,

    and also thank you for this addon.

    i used it a lot, and i love the cool easing options (maybe you can even let us tinker with it).

sagispin's avatar

sagispin

Member since 29 Dec, 2015

None one is following sagispin yet!

Trophy Case

  • 8-Year Club

Progress

8/44
How to earn trophies