lucid's Recent Forum Activity

  • Zathan

    Use the bone names, instead of the sprite names. The names can be seen if you click the hierarchy tab, or expand the timeline view in Spriter. in this case, in C2 change the name of the parent and child to "bone_000" and "bone_001", respectively.

  • Sethmaster

    stricky

    New plugin release:

    10/24/2016

    • Changed the behavior of blends from nonlooping animations to behave more intuitively.
    • Changed behavior of 'on initialized' condition to trigger even if the object fetches information already initialized in a previous layout. (to allow actions to be easily used in on initialization events)
    • Added "nickname" property. This feature is to make it possible to differentiate different scml object types (and individual instances if desired) in the layout editor in C2. The scml object now shows the filename in the square inside the layout. If you have something inside the nickname property it will display that instead.
  • team EternaL - I tried with your Spriteria boss contest entry file, which has extremely large images. It doesn't have any issues for me with pivot points. Are you sure you exported with all the required options?

  • stricky, would you mind sending me a capx to take a look at?

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  • Radius Wing SHMUP Art Pack — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-spriter-animations/radius-wing-shmup-art-pack-2959

    <p>With BrashMonkey's Radius-Wing SHMUP Art Pack, you can mix and match 6 separate components from a large array of designs to create a custom space ship reminiscent to those seen in classic arcade shoot-em-up games.</p><p>Once you've arrived at your ideal design, you can choose from many thousands of possible color combinations to finalize your custom space ship. Many hundreds of thousands of possible color combinations combined with over 200 thousand possible component combinations means the possible ship variations are nearly endless. Advanced users can even customize component images or create custom color palettes to permanently increase the possibilities.</p><p>After just a few quick swipes of the mouse your awesome fighter-ship will take shape before your eyes in the form of a high res, smooth 32 frame rotation animation, which you can then export for your game. Keep it large for cinematic or title-screens, and reduce it down to create your actual in-game space-ship sprite. Use the exported frames for either full in-game barrel-rolls or for subtle leaning as the player deftly maneuvers their ship between the onslaught of enemy fire.</p><p>With so many possible design and color combinations, you can not only create a large variety of ships for your player to pilot, but also a whole evil armada for them to send packing back to their sector.</p><p>This Art Pack also includes an impressive assortment of player shots, mussel flashes, impact effects, explosions, force-field effects and a collection of 3d rendered rotating power-up capsules which can be color-customized in the same manner as the ships themselves.</p><p>With Spriter, you can creatively flip, rotate, scale and combine any of the thousand-plus images included in this pack to create and animate all kinds of cool stuff for your next SHMUP project.</p>

    Use this topic to leave comments, ask questions and talk about Radius Wing SHMUP Art Pack

  • We will add this to the tutorial at some point but chances are the issue was just needing to know these actions are meant to be used every tick using the object names from Spriter. Try Every Tick - Override "yourBoneOrSpriteName" (the hame within Spriter) scale to 2. See if it works.

  • Hello everyone. If you had an issue I hadn't replied to, please see the post immediately preceding this one.

    In other news, BrashMonkey is pleased to present the Radius Wing SHMUP Art Pack! Check out the trailer here:

    There is also a free Essentials version for Spriter Pro owners. If you own Spriter Pro on Steam or purchased it from our site you can download the Essentials version now. If you own Spriter Pro on the Scirra Store, it will be available as an 'alternate version' download for Spriter Pro once Scirra approves it for the Store, which will probably be on Monday.

    The full Radius Wing SHMUP Pack will also be available on the Scirra Store after it's approved, but in the mean time Spriter Pro and all Art Packs (including the SHMUP Pack) are on sale on Steam. so you may want to check out those deals if you haven't purchased Spriter yet.

    Here are some screenshots:

  • Hello everyone. I apologize for the extremely late reply. It's been an unexpectedly busy month as the delay for a variety of reasons, but things are relatively back to normal now.

    I will try to reply to everyone. Please let me know if I miss anyone. Also, if you sent me a project to take a look at or illustrate a bug, if you don't mind resending it, it will help me to get back to you about your issue more quickly.

    lucid Any news about that blended animation fix for non looping animations?

    I will be looking into this this weekend. Please resend your file if you can.

    EDIT: Nevermind. I had already responded to you back when you posted by PM.

    Hi lucid

    I've had the Spriter Pro license for a while, but only just started learning how to use it and it is a great tool.

    Any chance you guys will add a "Snap to grid" for bones and images in the near future (along with a customizable grid)? I could really use this feature in my workflow as I rely on precise setups etc.

    Please let me know if this is something you guys are considering <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Thank you in advance!

    Do you mean in the program itself? It's not impossible, but probably not for Spriter Pro. I'm mainly focusing on bug fixes for Spriter Pro, and I'm putting the bulk of my time into Spriter 2. Still very early on, and no ETA, but it will be a free upgrade for Spriter Pro owners.

    lucid Has this been reported yet, or is there a fix for it?: When using the new 'draw self' method--which I love, because of its performance-increasing power in avoiding thousands of images in C2--the origin points for the images are very off, I believe all reset to their original upper-left positions. Such as either not properly saved in the scon despite using the correct sprite sheet options in Spriter, or not properly read by the scml plugin side in C2. Is there a fix for this now, or a way I can manually work around the issue myself now?

    Sorry it took me so long to get back to you. If you can send (or resend) the zipped project folder (scml file and all images), I will look into this over the next few days, and I should hopefully have a fix.

    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:

    https://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.

    We have a performance mode in the plugin that only uses the scml object, and loading a single image into it: viewtopic.php?f=146&t=75748&p=1040600&hilit=direct+draw#p1040600

    The Spriter 2 plugin will support bending sprites, and much more, but as mentioned above Spriter 2 is still a ways off.

    lucid, a few questions. Apologies if these have been covered before:

    1. First time starting a layout, spriter objects intitialise fine and I can set character maps using the "on initialised" trigger, but when restarting layouts or moving to another layout the trigger doesn't fire. So not sure how to set character maps when moving to another layout.

    2. Does the new directdraw mode significantly reduce CPU usage? My CPU usage is very high. Each enemy has 40+ animations of 10 frames each and there are upto 10 enemies on screen at once. Enemy variations are managed via character maps so there is only one SCML object.

    3. If the individual sprites are no longer separate objects in directdraw mode how would I go about setting frame specific hit boxes? I would like to avoid having to set hit boxes outside of spriter (i.e. in C2) for specific animation frames.

    Thanks,

    I believe Sethmaster answered all of your questions, including a workaround for the on initialised thing, but I will look into on initialised to make it so you can just use that one event to get it to work.

    Does spriter characters have any ragdoll mode?

    Can you edit bones within a game? Could you for example create a rock climbing game where you move the limbs of a spriter character individually in game?

    You can't make like a physics based ragdoll, but you can do IK to bones in real time, or override any other parameter. The scml plugin has an Action under 'Override Animation' called 'Override Bones With IK', this does simple 2 bone IK. Override Object Animation let's you override any parameter like x,y,scale, etc. There are made to use every tick, rather than set it and forget it.

    HI guys,

    I have a long Spriter object which starts outside of the C2 layout and stretches down.

    The problem is that if I place the Spriter object outside of the C2 layout, it doesn't appear.

    If I place it inside the layout, it appears no problem, but doesn't solve my issue.

    Is there any way to work around this?

    Thank you for your help!

    PS. I managed to get this working, by changing the "Animation Export Box Size" - I don't however understand why this makes a difference, as I'm not exporting a sequential animation.

    If anybody could shed some light on this, that would be awesome <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    At the bottom of the original post you can find additional information on using the direct draw mode: https://brashmonkey.com/forum/index.php ... -2/&page=1

    I'll paste the relevant information here:

    [quote:3t7doopd]

    To use bounding boxes precalculated in Spriter for correct clipping and effects, in Spriter, simply click on the box icon on the animation widget. Use settings roughly like what you see below:

    framerate: In order to calculate a bounding box that takes tweening into account, Spriter will go through the animation at a set framerate. 60 is recommended.

    padding: Extra pixels added to each side of the bounding box to ensure that frames in between the above calculated don't go slightly outside. 0 is probably fine for most cases, but 1 or 2 pixels isn't going to affect your performance and makes doubly sure.

    The best workflow would probably be to run the calculation once on all animations the first time you use it, and each time you add an animation. After that, only bother recalculating the bounding box if new animation changes massively affect the bounding box, or if you notice any clipping at runtime. And of course, run it once before shipping or demoing your game.

    lucid, I'm a little confused about the Hybrid method you describe. If I understood the steps correctly it will result in two separate (and differently named) SCML objects in C2? One using the spritesheet for direct draw and one containing the individual objects for collision purposes. If yes, I assume we then need to associate the two separate SCML objects to our player objects in C2 to get everything working as you describe?

    EDIT:

    From page 157, appreciate it if someone who has successfully got the hybrid method working help clarify the instructions lucid provided:

    "First, save your project normally, and then save a spritesheeted project. Import your non-spritesheeted project the old way."

    Does this mean import the non-spritesheeted SCML into C2 by dragging and dropping the file?

    "Follow the old to new style project conversion steps, but this time only delete everything except collision boxes, and other sprites you want to test for collisions."

    So convert the SCML/Spriter project to spritesheet format and then delete everything but the collision boxes? Not following this. If we delete everything except the collision sprites, when do we import the spritesheeted version into C2?

    Let me know if I've answered your question correctly, but you should:

    Import the old way by dragging and dropping into C2.

    Then double click the scml object and follow the steps as if importing it the new way. Then inside C2, you can delete all of the sprites it created (except the collision box sprites if you need those), and it should still run everything you didn't delete as well as direct draw.

  • I apologize for the extremely late reply. The plugin has an Action under 'Override Animation' called 'Override Bones With IK', this does simple 2 bone IK to the target you specify. It would be up to you to tell it where to IK to.

  • Hi Cipriux. There is actually a 'set second (blended) animation' action. You just mean you use the normal set animation action (not the one I just mentioned) on the second animation, correct? If so, it might be because the animation is stopped after the first animation is finished. Can you see if it works if both animations are looping (so it doesn't pause automatically when the animation completes). I will look into a fix either way.

  • Great plugin, just starting to use it. Is it possible to set a frame rate for an animation?

    It seems too smooth for a retro type of game

    Also, a 20-30 FPS animation looks closer to a movie or animated cartoon. everything above looks like TV news

    Right now, the only way to do that would be to manually use instant speed curves on your keyframes in Spriter to make the animation limited to those frames (as many as needed).

  • New plugin release!

    8/31/2016

    • Direct drawing mode can now use bounding box data created in Spriter.
    • Added animationLength and speedRatio expressions
    • Fixed a bug where mirror and flip actions wouldn't apply while animations were paused

    Scml objects can now use bounding boxes precalculated in Spriter for correct clipping and effects.

    To use this feature, in Spriter, simply click on the box icon on the animation widget. Use settings roughly like what you see below:

    framerate: In order to calculate a bounding box that takes tweening into account, Spriter will go through the animation at a set framerate. 60 is recommended. padding: Extra pixels added to each side of the bounding box to ensure that frames in between the above calculated don't go slightly outside. 0 is probably fine for most cases, but 1 or 2 pixels isn't going to affect your performance and makes doubly sure.

    The best workflow would probably be to run the calculation once on all animations the first time you use it, and each time you add an animation. After that, only bother recalculating the bounding box if new animation changes massively affect the bounding box, or if you notice any clipping at runtime. And of course, run it once before shipping or demoing your game.

    And finally. I apologize for the late replies everyone. Things have been a bit hectic with the contest and Spriter release.

    I am sorry, but I don't get it... I don't know what the function is for...

    If I'm understanding you correctly, it's not used for that purpose. For pinning the entire Spriter character to a box, just use the pin behavior. But say you have a C2 object. We'll call it Fire. And you have an scml object, and you want the fire attached to the character's hand. Without this action, it would always lag a tick behind if you used something like Every Tick - set Fire position to {scmlChar.objectX("hand"),scmlChar.objectY("hand")} for the above mentioned reasons. This action let's you set the position every tick in the same way, but it waits until the scml plugin's post-tick calculations are made before moving the object, so it doesn't lag behind.

    lucid

    Hello again lucid . I think I have found some bugs.

    ...

    It doesn't mirror afterwards

    ...

    If I fully understood, this issue is fixed with today's release. Let me know if I missed anything.

    lucid - And about the Skins(Experimental) does that feature affect largely on performance? I am making a game for mobile & I want to make sure that it doesn't use up a lot of memory & cpu like the physics plugin. Thanks.

    he skins feature is not currently supported on any game engines (as far as we know). We're currently working on a more complete skin mode for Spriter 2, which will be a free upgrade to all current Spriter Pro owners. No ETA on that yet.

    lucid, not sure if this is right place to post, but is there any way using Spriter to replicate the following action:

    Wait PlayerSprite.AnimationFrameCount/PlayerSprite.AnimationSpeed

    I can't use the on animation finished trigger as the wait takes place inside a for loop between a series of actions

    mmm. I'm not sure I understand. You want to use a wait command and you need to know what expressions you need for it to give you the current amount of time it should take the animation to play? If so that would be animationLength/speedRatio (both new expressions. Really surprised animationLength never came up before).

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lucid

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