lucid's Forum Posts

  • - I looked into it, and indeed that file has an issue. After resizing it keeps the old image sizes in the project file. Strangely it only happens with that project, and not other files I tested resizing and importing into C2. While I haven't found the cause yet, I do have a solution. If you load the resized scml file into Spriter, and then resave the scon and scml (see below), it will import correctly into C2. Please let me know if you have any issues.

    everyone, by the way, I think I may have forgotten to mention this on this forum when it was released, but there's an extra save option in Spriter now under Custom Save Options. It allows you to have Spriter always automatically save (and automatically overwrite) an scml file every time you save a scon file, which is convenient for C2/Spriter projects.

  • did you try importing it before the resize, and did that work correctly? Also, would you mind sending me () a zip of the Spriter project , so I can try and figure out what's happening?

  • , Make sure you're importing the images and the scml from the new folder, and make sure both the scml and scon are created from the resized project. Does it do this on a new c2 project?

  • corpvs2 , it looks like the roguelike plugin adds some components to the javascript array object, and that was causing issues with some of the loops in the scml plugin. In any case, I changed the loop iteration method so it should no longer be affected. Please redownload here, and let me know if it solves your issue.

  • corpvs2, can you please send me () a minimal capx that reproduces the problem? Also, please link to the roguelike plugin you're referring to and any other plugins needed to run the capx. Also, do you happen to know if it still gets this error when added to a new blank capx with just the Spriter plugin? If it does, please also send me the zipped Spriter project if possible so I can troubleshoot the import.

  • Hi BrashMonkey,

    I just bought this pack and didnt see any updates. Because based on this

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    there should be skull effect and more effect on this pack, isnt it? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Hello julianvinns2016 - Sorry about that. I forgot to upload the new version. I did that now. It usually takes Scirra 24 to 48 hours to approve new uploads, so please try redownloading it in a couple of days. Cheers!

  • lucid - thanks again for your help. I will definitely be emailing you an SCML file soon. One quick question - is there any way to apply webgl effects to spriter objects? prior to using spriter, my enemies would flash red when getting damaged using the tint effect, which was applied to all enemy families. is there a similar way to do that using spriter?

    There is not currently a way to do this to an entire character, unless you can use containers to pick all of the related family members. I haven't tried this, but I don't think it's possible. I will think on this, and see if there's a way I can have the plugin pick all sprites as their family types with an action or condition.

    can top down sprites and their animations be done with spriter? for example - i want a spider, looking on him from above and create an animation that shows his leg moving... is that possible?

    It should be possible by just rotating the legs, and making sure you kept the upper and lower legs separate so the animator can change the width/length of each for foreshortening.

  • , if you or anyone else still needs or wants an example file. Mike set one up, and you can download it here.

    Cheers

  • Hello . That was a created on an old dead pc, and we no longer have the project, but we will try to recreate it or something similar in the near future.

  • mudmask, you can change the zorder and images freely, just not the hierarchy, so if a head sprite is the child of a neck bone it won't properly blend to an animation where the same head sprite is the child of the torso bone. Also if one animation has sprites that another animation doesn't it may have issues. If that doesn't help, and you don't mind, feel free to send me the zipped Spriter project folder to , and tell me which animations don't blend properly into eachother, and I can tell you if I see any issues.

  • yeah i am curious like what KFII said, like it would be nice to know if you can add image points to scml and scon files

    TheRedFireMan, I'm a bit confused by your two questions. Could you please clarify?

    You can add action points to scml and scon files, which can also be animated, attached to bones, and retrieved from C2. I'm not sure if that answers your question.

    so is title entity box 000 suppose to represent the box where you add image points and behaviors?

    Title entity box 000? Is there a tutorial you're referring to?

  • hi Thanks for the kind words, and the game looks great as well. Reminds me of Super-Metroid. Are all the parts we see on the left from the bee boss?

    Strange things happen when blending between animations if they don't share the same exact hierarchy (bone parent and child relationships). The easiest way to check is to load up your project in Spriter, and click on the hierarchy tab (stacked with the zorder tab on the left), and switch between animations and see if you notice anything changing location.

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  • mudmask :

  • 2/22/2016

    • Added Set C2 Object To Spriter Object action to pin C2 Objects to Spriter objects (points, boxes, bones, sprites, points, sub-entities)
  • mudmask - Glad you found a workaround. Unfortunately, fixing the point issue would make it so all the sprites being moved around to animate the character would lag behind a tick if you pinned the character to a sprite using the pin behavior or something similar. It seems like the it has to be one or the other, since the only choices are to animate the character and update the point values at the beginning or end of a tick (before or after all events), and either choice causes one of those two issues.

    I would keep an eye out on the main Spriter thread, however, as this is something that might be streamlined with sub-entities. At the moment, importing sub-entities are a little cumbersome to import, but I have an idea I'm going to try to add in the next Spriter update that will make it a lot easier. Assuming you had the top half of the character as a sub-entity attached to the bottom half, you could just call an override action to change animations on the top half.

    Edit: As another user is having a similar issue, I will see about having an action that will let you attach a c2 object to an image point, to let it manage this for you. If it works out well, it will be an upcoming plugin update.