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

  • BluePhaze: Yes, I put the name of the animation inside quotes but nothing happen, I tried to debug this action writting something into a text object but the execution never gets inside.

    I solve this without using this function, with variables and waitting the end of the animation with the system->wait method:

    • This example loads a robot with three animations:

    1- Fall

    2- Rise

    3- Walk

    I show you this ugly 'solution', in case someone needs something similar:

    <img src="http://oi43.tinypic.com/2mnryn6.jpg" border="0" />

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  • Sorry for the delay everyone. I've actually had this fix for a while, but been busy with the main program, and forgot I hadn't released it yet:

    plugin changelog 8/1/13

      <img src="smileys/smiley38.gif" border="0" align="middle">'On animation finished' triggers now work <img src="smileys/smiley38.gif" border="0" align="middle">Fixed a display bug where there were body parts left behind after some animation switches
  • Are character map sprites in different entities implemented in the plugin?

    I created a character map and baked it to a new entity, but upon import into C2 it only creates sprites for the first entity. Am I doing something wrong or is that feature not available yet?

  • hey kirbyUFO, not yet, but that and more is coming soon.

  • I'm getting a random bug and I'll do my best to explain. I load the player character at the beginning of the layout and it always appears as a jumble of sprites. It usually takes about 1 frame for the sprites to assemble into the correct position. I can live with that 1 frame hitch, but sometimes (about 1 out of every 20 times) it can take over 5 seconds and it seems to be random when it happens.

    If the fix for this isn't obvious, I'll reduce my game into a simplified capx and send it to you and\or Ashley.

  • is it a jumble of sprites on the layout, too?

  • Yes. Also saved with the latest version of Spriter b4.

  • When I export an html build the animation doesn't appear, am I missing something? Works fine in preview mode

  • I've successfully imported and tested a Spriter object that contained one entity with one animation into my Construct project (yay!). But when I went back to my Spriter project and added a second animation to the entity and then re-imported the SCML file back into Construct, I am now getting the following JavaScript error: "Cannot read property 'nodeValue' of null" on line 821 of Spriter_plugin.js

    I've tried all the basics I can think of, clearing browser cache, testing on another browser, going back to the previous working version of the Spriter project with one animation etc. without success.

    I am developing using the 7/18/13 version of the SCML plugin, Spriter version B4, Construct 2 release 139 on a Win 7 machine with the Chrome browser v28

  • thanks for the bug reports everyone. I'll be looking into all this

  • Okay, I just want to double check, can you use this plug-in for games to made for the C2 Aracade?

  • I don't think so. I know Scirra was talking about letting some plugins to be used on the arcade, but I haven't heard of that going through yet.

    Here is the tutorial, and Ashley is good at keeping these updated.

    scirra.com/tutorials/82/uploading-to-the-scirra-arcade

    So at this time I believe the answer is no.

  • Yeah, sucks I know. I'm waiting for the support also. ;)

  • I was able to resolve the problem, but I'm not sure of the cause.

    It looks like some empty objects got created and added to the timeline that weren?t tied to any bones or sprites. I think this caused the null value error in the instanceProto.findSprites function of the runtime.js where it is trying to get all of the ?timeline? elements out of the SCML around line 804.

    I deleted these empty objects from within the Spriter UI and made sure they were also removed from the SCML and re-imported the SCML into Construct and it now runs fine now.

    Here's one of these elements from the SCML...

    <timeline id="21" name="object_000">

    <key id="0" time="97" spin="0">

        <object pivot_x="0" pivot_y="1"/>

    </key>

    <key id="1" time="196" spin="0">

        <object pivot_x="0" pivot_y="1"/>

    </key>

    </timeline>

  • I guess one way to use Spriter 2 would be to export individual png files, seperate the animations and make a old school Sprite sheet... ick. Well, it would be worth it. Wait a minute what about importing a png animation into construct from a spritter made animation?

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