lucid's Recent Forum Activity

  • I'm not sure what you're after regarding Z order. Construct has various features to control Z order, such as send to front/back, order relative to another object, and sorting Z order by things like instance variables. Which would be relevant to your addon?

    AFAIK the Addon SDK docs are up-to-date so if they don't cover something it would need to be added.

    Ashley, ordering relative to another object via code would be perfect actually. Especially if I can process multiple objects in a row. For instance, I can take object1, place it above object0, and then take object2 and place it above object1 (above the new z order that was just assigned to object1). Being able to do this with several objects within a single tick without having to wait for a z-order update would be great. (and without a significant performance hit from forcing multiple full z-order updates in one tick)

  • Ashley or anyone else who might know

    Hello. I know this wasn't possible a while back (without ugly and unreliable hacks) and I still can't find anything in the documentation about it, but it wouldn't be the first time I missed something while searching the docs. Is it possible to set an object's place in z-order at runtime through plugin code?

    While I'm here, is it possible yet with the Custom Import part of the SDK to do something like iProject.GetObjectType(objectName) to return an IObjectType by that name if it already exists? (so one could create a plugin that reimports things and adjusts for changes instead of creating a new instance every time)?

    Tagged:

  • Oh. I see luckyrawatlucky - Thanks for the example project. The pin action for Spriter 2 directly pins to the object's location automatically (instead of the relative location). This is most useful for action points, where you can set and animate an exact position you'll want the c3 object to be from within Spriter.

    I might add an option to do it with relative position in the future. The pin and set options are still needed, as a lot (maybe most) projects use the 'draw self' mode, where c3 would have no way of pinning to the virtual 'objects' within the Spriter animation.

  • XpMonster

    ibiz

    Thanks for your patience, everyone.

    ibiz - thanks for taking the time to send the thorough example file. That made it much quicker to find and fix the issue.

    This plugin is in beta, so use with caution. There were a lot of small refactoring changes made, so it's possible there was a breaking change I didn't catch somewhere.

    5-10-2020b

    • Fixed multiple bugs that were causing unnecessary cpu usage for paused animations
    • Slight refactoring to allow for quicker performance troubleshooting in future builds
    • Fixed a bug where restarting a layout with an scml plugin could cause the layout to freeze
    • Fixed a bug where alpha values weren't applied to sprites

    luckyrawatlucky - I'm not sure what you mean. The pin C3 object doesn't have the option to use a C3 sprite image point. Do you mean pin to a Spriter action point? If so, please link a minimal project that reproduces the issue, and I will do my best to fix it ASAP.

  • Hi again, everyone. Some fixes on the way by Monday.

  • New version

    • Fixed a bug where the Construct would remove hyphens from object names, which led to the plugin crashing when it looked for the original hyphenated names

    Sorry for the lack of updates lately. I'm going to be working on outstanding bugs again over the coming weeks. Expect a couple more updates while I work through them.

  • New version

    • Fixed a bug where the Construct would remove hyphens from object names, which led to the plugin crashing when it looked for the original hyphenated names

    Sorry for any outstanding bugs. If anyone is still having issues, please reply to this thread again and I will take a look.

  • Hey everyone. Sorry, we're a bit behind. We've been tied up with the development of Spriter 2 and Alchemist, as well as our new Kickstarter campaign. We'd love for you to check it out (and we have a thread about it here).

    Subscribe to Construct videos now

    We'll be able to get back to fixing the outstanding issues after this campaign, and we do plan for Construct 3 support for Spriter 2 and Alchemist. We have a completely new API and development plan that should allow us to develop these plugins more efficiently.

  • Hello everyone! Here's what's had us so busy for a while now.

    Subscribe to Construct videos now

    Link to our Kickstarter

    We're excited about all the creative possibilities and power this will open up for Construct 3 users. Please consider sharing and backing.

    (I hope it was okay to post this here. I thought it was relevant, because of future Construct 3 support.)

  • Sorry everyone, I'm tied up preparing for a Spriter 2 update announcement, but I'll get back to any outstanding construct issues as soon as that's done.

    If anyone is curious, btw, and hasn't seen our latest posts on social media:

    We're wrapping up the framework that will not only allow for powerful expansions to the core version of Spriter 2, but over the coming weeks, we'll be showing off some gifs for a future add-on to Spriter 2 also made possible by these investments.

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  • lucid

    i have created animation in spriter and imported to c3.

    Now all those images used in spriter I also have another use of all those images in c3 on same project for different purpose. Do i need to import them separately in c3 or is there any way so i can use spriter's images in c3 for different purpose.

    Note: for another use of those images i don't want those images to be positioned as in spriter. each of them will be positioned manually.

    is there any way of doing this? total 100+ images

    The only way to do that would be to remove all the images from the container and destroy the scml object. The scml object should still function normally as far as I can tell, but you lose all the convenience of the container.

    Hi lucid,

    Thanks for the update! Sadly, the objects with an effect are now visible, but reduced to little squares.

    Once again, removing the effect from the (SCML) family solves the issue.

    I think you may have forgotten a step within Spriter. You have to let Spriter precalculate the bounding boxes for each animation for Construct. Luckily, it's pretty simple:

    If that isn't your issue, please send me a minimal project that reproduces the issue.

  • luckyrawatlucky - oh, ok. That's actually not a bug, but I will see if I can think of better wording for a future version. Basically, the Set Object Scale Ratio sets the scale AND whether the object is flipped. So when it says 'don't flip x axis', that means, set the object x axis to 'unflipped'. I can't do it right now, but I can definitely add something in a future version that will let you choose a third option for 'keep flipping the same'.

    In the meantime, there are conditions to check(and actions to set) if an object is mirrored(x axis) or flipped(y axis), so it would take two events instead of one, but you could do

    is mirrored

    • -set ratio with x flipped

    else

    • -set ratio with x not flipped
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lucid

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