lucid's Forum Posts

  • Just bought this awesome programs, you have even included very nice sprites.

    Especially your newest Essentials Delta Missions Art Pack.

    Can i use the given sprites to make a commercial game? (for profit.)

    Can i edit the given sprites to implement into my commercial game?

    Yes to both questions. The only thing you can't do is resell them as art assets (like in an art pack).

  • Delta Missions Environment Art P — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-spriter-animations/delta-missions-environment-art-p-2611

    <p>This art pack comes fully loaded with a large assortment of highly detailed and flexible images and tilesets to create the lush and beautiful yet imposing environments for your next side-scrolling action game.</p><p>4 unique environment themes, each offering an array of images for creating foreground, midground, and distance layers. Use in your favorite art program to customize freely.</p><p>This Environment Art Packs also includes several Spriter animated props per environment, for use directly through the scml plugin for Construct 2 for silky-smooth tweened animation playback, or you can export as full frame images or sprite-sheets at any scale and frame-rate.</p><p>The Art pack includes: </p><p>Each Spriter animated Object comes in 2 different perspectives</p><p>Each foreground tileset includes versions for each of the three common side-scrolling platformer perspective types)</p><p>All environment content comes in 3 different color schemes</p><p>Outdoor grassy environment:</p><p>31 images (moon, clouds, trees etc.)</p><p>2 Spriter animated objects (crate and electronic switch box).</p><p>3 Foreground tile-sets, an average of over 54 tiles.</p><p>Indoor bunker environment:</p><p>34 images (security cameras, gun racks, column segments etc.)</p><p>4 Spriter animated objects (crate, electronic switch box, and computer panels).</p><p>3 Foreground tile-sets, an average of over 48 tiles.</p><p>Indoor cave environment:</p><p>34 images (security cameras, gun racks, column segments etc.)</p><p>7 Spriter animated objects (waterfalls, crate, electronic switch box, and computer panels).</p><p>3 Foreground tile-sets, an average of over 60 tiles.</p><p>Outdoor mountain environment:</p><p>25 images (clouds, trees, mountain segments etc.)</p><p>1 Spriter animated objects (crate) in 2 different perspectives.</p><p>3 Foreground tile-sets, an average of over 90 tiles.</p><p>Misc:</p><p>A Spriter animated land-mine with disarmed, armed and exploding animation.</p><p>A collection of Spriter animated pick-up items like health, ammo, grenade etc.</p>

    Use this topic to leave comments, ask questions and talk about Delta Missions Environment Art P

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  • lucid

    While you are here, got a bug with the second latest scml plugin where there are small seams between sprites in the scml animations when exported out as nwjs in C2 despite that in Spriter, not such seams are ever detected and all animation key frames are using instant transition.

    Pretty bad issue since for pixel art game where this problem is highlighted.

    EDIT: Still happened with the latest plugin.

    So you're using pixel art mode in Spriter. That's primarily used with exporting to images since a small difference in the way Spriter and the engine handle pixel rounding would result in a very different looking character. If you'd like to send me the Spriter project I'll take a look anyway and see if I can come up with something ().

    lucid Shot you an e-mail since we couldn't get it working for our spriter/capx files, would appreciate any help when you get a chance! Thanks so much.

    i HelmetPig, I've looked through my email and I can't find your message. Which address did you send to? (Please send to ), and when did you send it? Also, what email address or name did you send from?

    Woah, I nearly missed seeing this. I meant the scml object white boxes on the editor(layout view), since they all look alike, it is hard to identify which is which. Then i suggested to add a text(nametag) of the name of the scml object so it will be easier to differentiate like the scml object has it's own scale always shown. Or did you / with your team thought of something better?

    Thanks again.

    h right. I need to look into this more. I haven't found a decent solution, but in all honesty I haven't had a lot of time checking for one yet either. There's a few things I need to take care of in the near future, so it may be a while, but please remind me if I haven't responded one way or the other in the next couple of weeks.

  • Download the new version here.

    (if you are getting an error because you started your project with an older version of the plugin and you don't plan on upgrading to use the new performance mode,

    download this version to avoid the error and load your project)

    7/9/2016

    • Fixed a bug where using Set Entity and setting to the same entity and animation would cause the animation to restart
  • lucid - I hope you are not bothered, I just wanted to know if you with the Spriter Team have already discussed the Scml object identification feature, like nametags or something better your team thought out?

    , sorry I missed the notification for this. Do you mean to help in picking them in C2, to make it easier to identify individual instances?

    The instructions for the high performance mode seem so straightforward but I can't seem to get it to work..

    Using Spriter 8 (Pro) with the GreyGuy demo asset (also tried my own asset) to no avail. Here's screenshot of the SCML object with the GreyGuy spritesheet loaded, the SCON file imported, and the properties filled out.. Do I need to initialize with some kind of code to make the image/idle animation show up? Thanks in advance for any help!

    http://imgur.com/D9bxeOM

    Just to ensure it's not a mistake with the case sensitive names for entity and animation, leave those blank, and it should default to the first animation for the first entity.

    Also, do you have all the options selected under File | Other File Actions | Custom Save Options? :

    And most importantly, did you make sure 'embed spritesheet info' was checked in the spritesheet dialog, and that you used this newly generated scon file (saved to same name and directory as the image) and not the original scon file?

    If none of that helps, please send me the file, and I'll see if I can figure out what the issue is.

    lucid - Hello lucid, I just want to report a bug I found. When I use this action:

    Spriter Object --> Set entity --> (Entity: "Entity_Name") & (Animation: "")

    ...

    I hope you can fix this lucid.

    I will look into this. Thanks for reporting the bug.

    Sethmaster it has a different message if you tab to Animation

  • Colludium I think you may have downloaded the version intended for people who have older projects they don't want to use the new method. Try this link.

  • lucid Ah got this error:

    here is line 72 for reference:

    for (i = 0, leni = this.animations.length; i < leni; i++)[/code:23gnjlky]
    

    Are you using the new mode to load with? And did you possibly download the old version? I made the text smaller now to hopefully avoid confusion.

  • mudmask

    Exile03330

    C-7

    Hi again everyone. I believe I've sorted out all of your issues. Let me know if I missed someone:

    Download here! 6/23/2016

    • Fixed bug where scaled animations didn't display correctly using the new direct drawing mode
    • Fixed a bug where the key expression would cause an error
    • Fixed a bug where mainline keys with instant speed curves were improperly propagating their instant curves to individual object keys
    • Fixed a bug where character maps with hidden images weren't hiding the images in direct drawing mode

    Please download

    this version of the plugin if you're getting an error on load because your project was started with an older version of the plugin and you don't plan to convert your project to the new mode.

  • Thanks for your patience everyone. Have a few things keeping me busy I need to take care of at the moment, but I will look into all of this and get back to you in the next few days.

  • That's weird. can you send me the zipped Spriter project for that character. I have a few random things I'd like to try, and it'll go much more quickly if I can just try them back to back. If you don't mind, send to and mention you're mudmask.

  • >

    > >

    > > Yeah, presumably so, as it only happens in C2 and the SCML/SCON files look fine.

    > >

    > Thank you. I will look into it.

    >

    >

    > >

    > > while the animation looks smooth in spriter, the animation (particularly the left and right walking animation) jumps quite a bit in game. Here's a look at the scml playing, as well as the events I'm using for playing animations and syncing them with an invisible dummy sprite.

    > >

    > > Maybe my problem is in implementation? I even tried to key the very last frame on the timeline, but no luck. at least not on my side.

    > >

    > >

    >

    The implementation looks fine, but just to rule out any bugs that I didn't notice, or narrow down the bugs to those particular actions, can you just put the animation in an empty project with no events and see if it plays correctly there?

    If it doesn't, can you please screen record what the choppiness looks like at runtime?

  • Found yet another bug with this program. If you have triggers such as sound triggers or event triggers and keyframes (presumably during the same time as a trigger) with the easing curve set to "instant" the triggers will activate many times. You can test this by just making a CAPX with a sound real quick and trying it, but if you really need a CAPX we'll try to get one over when we can

    I really just wanted to warn the public of this because it caused us endless amounts of grief, I debugged the game, plugin, SCON file, and SCML file, possibly in that order, I don't even remember anymore, and I only found the issue by using super-old-fashioned debugging methods I've been using for almost half my life, lol. It should have been much more obvious, but sometimes when you assume two things are unrelated, or make changes you *think* are small, surprises come up. XP

    Just to be sure, this is a bug with the plugin, not the program, right?

  • Hey lucid thanks for the update! It seems to work great aside from one thing: character maps. I've used them plenty of times before, but I can't seem to get any character maps to appear in C2. It always just shows the default. I've e-mailed you a minimal C2 example showing it so you don't have to, but choosing to append a character map does nothing with the new rendering method.

    hey I took a look at your capx. The issue is that the file hasn't been loaded yet at start of layout, so it doesn't yet have the character maps to append. If you change 'Start of Layout' to scml - 'On Initialized' it works as expected.

  • Will this ever be updated to the Steam $25 version?

    StarCS - Actually this is the same version. We just forgot to update the price here. Thanks for bringing it to my attention.