Spriter/C2 - (9-16-2019 - bug fix)

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  • 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

  • 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?

  • > 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?

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

  • Hey lucid!

    Man we're keeping you buys these days. I have a quick question for you. I used instant tweening on an animation in order to get less smooth movements for my overworld character in this proof of concept here:

    http://threesevenhosting.com/builds/rover/6-16-2016/

    and 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.

    edit I guess this gif is kind of choppy...

    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.

    anyways thanks man!

  • >

    > >

    > > 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?

  • lucid - good call on that, but it still had a stutter step for some reason.

    here's a video of the animation itself:

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    and here's a video of the demo:

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    Do I possibly have too many keyframes too close together or something?

  • 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.

  • lucid - thanks man, shot you an email

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  • lucid - Hey lucid, I haven't logged in for a while since I was sick. I just looked at the new plugin and it did fix the specific problem but still made a negative chain reaction with my main game. I sent you an email, just in case you haven't received it yet.

  • I am having problems using character maps that set something to hidden. The expected sprite hides in Spriter just fine, but is visible in C2. I never tested this in earlier version of the plugin. Is this expected?

    Thanks!

  • I am having problems using character maps that set something to hidden. The expected sprite hides in Spriter just fine, but is visible in C2. I never tested this in earlier version of the plugin. Is this expected?

    Thanks!

    I can confirm this happens. I had a bunch of male NPCs with skirts on

    Instead of setting something to hidden, I just set all of them to a blank sprite. So it probably still needs fixed, but in the meantime, a blank sprite works.

  • > I am having problems using character maps that set something to hidden. The expected sprite hides in Spriter just fine, but is visible in C2. I never tested this in earlier version of the plugin. Is this expected?

    >

    > Thanks!

    >

    I can confirm this happens. I had a bunch of male NPCs with skirts on

    Instead of setting something to hidden, I just set all of them to a blank sprite. So it probably still needs fixed, but in the meantime, a blank sprite works.

    ha! That is funny.Yeah I used to do what you suggested before messing with hidden.

    Thanks for confirming.

  • With the new draw method is there a way to scale the image? I tried scale ratio, but the image parts stay the same size.

    Thanks!

  • 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.

  • 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.

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