lucid's Recent Forum Activity

  • mudmask - Thanks, I will look into those bugs. And yes, you do have to edit the non-spritesheet versions and save as spritesheeted each you want to reimport.

  • EDIT: If your project was created with an older version of the plugin, and you want to continue to use the old mode for the plugin, you will get an error when you launch C2. Please download this version of the plugin if you don't plan to convert your project to the new mode. I am checking into whether there is a way to get the edittime to load without errors even without converting, and if I can find a way, I will update the plugin accordingly.

    thanks BBaller1337, yes it supports all non-experimental features (everything except deformation), though sub-entities currently have a manual import process I can repost here if you need it.

    everyone - the performance mode/self drawing update is here

    It requires the new version of Spriter Pro (or auto-update your current version)

    The download for the plugin is here.

    Again, consider the new mode to be in a beta state, until it's had some time to get tested more extensively by the Scirra community.

    To use the new direct drawing mode. Use the following steps:

    • In Spriter, make sure your project is already saved normally.
    • Go to File|Generate spritesheets for project images
    • Select a different folder from your current Spriter project folder to save your spritesheeted project
    • Make sure 'padding' is set to at least 1 pixel or C2's linear smoothing will cause images to bleed into eachother
    • Make sure 'save spritesheeted project' is checked
    • Make sure 'save as scon' is checked
    • Make sure 'embed spritesheet info in project file' is checked
    • Make sure you keep the 'multiple spritesheets' setting to 'Never generate multiple spritesheets' (default setting)
    • All of the above settings (with the exception of the output folder) will be saved after the first time you use them
    • Create a new project with C2
    • Add an scml object in the same way you would any other C2 object (do not drag the scml file into your layout)
    • When the image dialog pops up (or double click the scml object to open it), choose the generated spritesheet image from the output folder you selected
    • In C2's project pane, right-click on 'Files', and select 'Import Files', and choose the scon file from the output folder you selected
    • Select the scml object, and in the object properties pane, for SCML file, type in the filename of your scon file
    • Set 'draw self' to 'true'
    • Run your project, and report any issues or bugs to this thread.

    To change your existing project to use the new direct drawing mode:

    • Follow all of the above steps until you get to the part where you would start a new C2 project.
    • BACK UP YOUR CURRENT PROJECT TO A NEW FILENAME IN CASE ANYTHING GOES WRONG
    • Remove all the sprite objects associated with your Spriter object from the project
    • Remove the previously generated initialization event from your project
    • Remove the previously imported scml and scon file from your project
    • Start from the step above where you double click your scml object to choose the spritesheet image
    • If your project was started with the previous version of the plugin you will most likely get an error when you run it. This has to do with the previous version of the plugin having no image. To fix this, simply save your project, and reload it.

    Enjoy! Hope this comes in handy.

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  • Spriter 2 (and thus mesh deformation) has no ETA. The performance update for the C2 plugin (for Spriter 1) should be out this week assuming no unforeseen setbacks.

  • Please try what Mike said sman118, and if you think there's a bug preventing it from working, send us the project files to , so we can look into it.

    Will it be possible to simply over-write the Spriter files in the c2 project folder each time, or will they have to be dropped into the c2 editor for this to work?

    Yes, you will be able to overwrite the spritesheet and spriter files each time, rather than reimporting.

    everyone asking about mesh deformation. Trust me, I understand your eagerness and/or frustration with the wait, as it's been on my personal wishlist since before I was working on Spriter. Unfortunately, even though it probably seems like mesh deformation is almost done as is, for various reasons it will instead be coming to Spriter 2, which is still in very early development (and for those who don't know, will be a free upgrade for owners of the current Spriter Pro).

    Mesh deformation is just not quite as complete as it looks on the outside, and the amount of time it would take to complete it would delay the much more powerful, flexible, and performance tuned version that will be coming to Spriter 2. Thank you, everyone for your patience, and I apologize for the repeated delays. We will do our best to make sure it was worth the wait, and I will keep everyone up to date once we're close enough to start giving ETAs.

  • indeed ,

    It will most likely still be at least a week until the release, but it is an update to the current plugin (and Spriter itself). In the meantime I can give a little information for anyone who's interested. First, this update will enable a new mode for the plugin that operates in a completely different way, and hasn't had extensive testing yet - so upon release, the new mode will be considered alpha, bugs and quirks should be expected, and it should be used with caution. Also at this time, the new mode does not work with sub-entities, and potentially other features.

    The new mode for the plugin draws itself instead of using separate sprites. For games that don't make use of individual sprites, this new mode eliminates quite a bit of overhead, resulting in greatly reduced cpu and ram usage. In addition, as far as I can tell, Construct 2's spritesheets don't utilize trimming (removing transparent border pixels of each image) or rotation(rotating images to make them fit in a smaller space). Because of this, Spriter's generated spritesheets, which are used by the new plugin mode, may also use significantly less vram depending on the images used in the project. Finally, since this is a new mode and not a separate plugin, it will be possible to convert your C2 projects using the current plugin, without having to replace objects or events (though it will require a fairly painless manual import process).

    Here's an example of the types of speed differences I'm seeing on my machine: (bottom image is using the new mode)

  • Hello everyone. I'll reply in to everyone in greater depth when I get a chance, but there's some great news coming soon regarding the performance and efficiency of the plugin.

  • - 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!

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lucid

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