eli0s's Recent Forum Activity

  • Wow shinkan ! That's super! Thank you very much!!! Shouldn't this be here: ???

  • +1

    The fade behavior does need more attention

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  • lucid , I am happy to read those lines, thank you very much for your work and for your answers!

  • > I was thinking that the finished version should install the corresponding Construct 2 plugin automatically upon Spriter's installation. This way there wont be any confusion upon upcoming updates, each newest version should setup the necessary files in Construct's installation folder and be ready to go.

    >

    We won't be able to do this as Spriter isn't exclusive to Construct 2. It can be made to work on any engine, or used for traditional frame by frame animation through exported pngs and gifs. Ashley and I have discussed the idea of the plugin getting bundled with C2 after the plugin and Spriter 1.0 are complete.!

    There are programs that target multiple software (like Trapcode's suites) and upon installation they detect which relative software the user has already installed in his/her system and give the option to install the appropriate files for each software. Granted, the example I am using is a plugin suite, but I was hoping that Spriter could install as a standalone software and during the installation process detect all (if any) of the relative programs that support importing the .scon files and offer the ability to setup the corresponding and up-to-date importers/plugins for each one of them.

    [quote:3ho8kwjw]Also, I am not sure about the current state of .scml & .scon dependencies, but I think that a single file should be needed in order to import & update animations in a project between Spriter & C2.

    This is a matter of if and when Ashley has a chance to change the importer to load from .scon instead of .scml. He has to prioritize what to spend time on, and there's still a feature or two that will be added to Spriter that will require additions to the importer. I will ask him what his plans are on switching the importer to .scon after those features are complete.

    [quote:3ho8kwjw]Ideally, saved changes on a Spriter's project should be transferred automatically within C2, and if not automatically, with a simple update or re-import button/right click command.

    The automatic transfer would be impractical, and again Spriter isn't C2 or even Windows exclusive. I don't know know whether Ashley would want to add a right-click reimport command, but it's possible in a future version of Spriter I might be able to add an icon you can click and drag from Spriter into C2 that would reimport the currently open file. There's quite a bit on the todo list before we can think of implementing something like that though.

    So, if I understand this correctly, the importing method and the way C2 updates the changes on the .scon files are in essence things that Scrirra has to decide and implement, it's not to BrashMonkey's end..?

    Thanks again for your time and answers!

  • spacedoubt , it surely is some kind of conspiracy

    shinkan , I remember your topic vividly. Some excellent points there. I am sure that your topic contributed in getting the link and update functionality, and for that I am grateful!

  • spacedoubt , it was introduced with C2 r175.

    https://www.scirra.com/construct2/releases/r175

  • Something that was introduced relatively recently is the ability to link and update image files. So, if a png (for example) image is open in lets say Photoshop, when you save it and hit update in C2's Image Editor it will also change.

    Not exactly what you say in your second paragraph, but a big step towards it.

    As for the ellipses, other shapes and all the things the Image Editor doesn't do, all this and more has already been discussed many times in other topics. In short, the Image Editor is a tool that load's images, arrange them in animations, set the image points and the collision polygons. As an image making tool it exists just for prototyping stuff. I find my self making pixel art in it very often though, as it is very simple to use and sometimes I am bored to go back and forward between C2 and other software. But only for making tests and examples, not something more robust.

  • It's been some time since I used Spriter, I am anxiously waiting for the final release before I dive into for good

    I was thinking that the finished version should install the corresponding Construct 2 plugin automatically upon Spriter's installation. This way there wont be any confusion upon upcoming updates, each newest version should setup the necessary files in Construct's installation folder and be ready to go.

    Also, I am not sure about the current state of .scml & .scon dependencies, but I think that a single file should be needed in order to import & update animations in a project between Spriter & C2. Ideally, saved changes on a Spriter's project should be transferred automatically within C2, and if not automatically, with a simple update or re-import button/right click command.

    lucid , am I way off here? Are those things feasible and if yes, do you agree that they will enhance the user experience with Spriter & C2 ?

    Thanks!

    PS. The lip sync feature looks very promising!

  • korbaach , while your method is indeed clever and relatively simple, it's limiting because of the sprite dependency.

    If you want to fade in and out multiple sounds with independent fade timings, you'll have to either use multiple sprites or many instances of a sprite filtered by instance variables. It's definitely doable but not very practical to setup and trigger.

    On the other hand, the rex_audio_helper does exactly that, it plays/stops any sound with any amount of fade. With a single action every time.

    It's good to have alternatives and out of the box thinking, but some tools exist to make our life easier and I think that rexrainbow 's work is brilliant and shouldn't be neglected with workarounds.

    I am not sure how all this sounds, I mean no disrespect

  • Tokinsom , it's just simpler with rex's plugin

  • Sorry, I have no idea. Perhaps somewhere on the topic there is a reference about supporting exporters. Otherwise I guess you can make a simple test export and see by your self. Currently I don't think there is other ways for doing iFrames in Construct 2 other than Pode's plugins though.

  • rex_audio_helper

    http://c2rexplugins.weebly.com/

    Same topic here: viewtopic.php?f=146&t=117246

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eli0s

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