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

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  • After I import Spriter files into C2 and run the layout, I keep getting this error:

    Javascript error!

    SyntaxError: JSON.parse: unexpected character

    localhost/Spriter_plugin.js, line 281 (col undefined)

    This is either a bug in Construct 2 or a problem in a third party plugin or behavior - please report it to the developer!

    I see that there are scml and scon file types now. Which one do we place in the layout? I read through a good bit of this thread but still didn't see the answer to this problem. Thank you.

  • Go into the object properties for the spriter object, and where it says "SCML File" change yourfile.scml to yourfile.scon. That should fix it.

    If it doesn't work, make sure you're using Spriter B6, and that the spriter file is saved in your project as both scml and scon.

  • donelwero: thanks, will try that.

    BluePhaze: I think donelwero was just kidding, about Brashmonkey being silent, lol : )

    I'm even worrying about Brashmonkey because of these blazingly fast updates, they're doing an awesome work! Can't wait to test the second B6 pre-release (B 5.999992.)

  • since i am still waiting for an answer from lucid ,does anyone know if there is a way to use the .scon animation to animate instances of the same enemy? whatever i do all instances animate the same way as the firstly created sprite(i use a "dummy" sprite and pin on top the .scon animation). i would really like to know if i am doing something wrong so i can fix it or maybe it is not supported yet in this version of the plugin. otherwise i will export all animations as pngs and follow the classic way of doing it, but this is something that i feel it makes me go backwards instead of moving forward.

    any suggestions welcome.

  • Thanks everyone for your patience if you sent me a capx, and I haven't responded yet. I've been busy with the latest update to Spriter, which is available now on our forums.

    It seems the main issue people are having is with the latest update requiring both the .scml and .scon formats in C2. Scml for c2's import process, and .scon for the runtime. Also, please make sure in the scml object's properties, the project file is set to .scon instead of .scml.

    Roccinio, if you haven't already sent me a capx, please do at lucidpfp@brashmonkey.com. The short answer though, is that if you can't set each instance's current animation, entity, etc individually, then there's either a problem with your events, or a previously unknown bug in the plugin.

    To everyone, you can expect more updates to the plugin over the next few weeks catching up to Spriter's full pro feature-set. Please keep the suggestions/bug reports coming. Also, let us know if there's anything in particular you'd like future tutorials to focus on.

  • lucid Thanks for your hard work, we can see that you are giving everything you can to make Spriter a great tool, and to bring b6 to us. So I'm really happy with Spriter, it's an awesome tool and it's becoming even greater.

    I'd love to see tutorials of the future plugin update so collision boxes and angle points done in Spriter work on Construct, for now I've been using the same old invisible sprite for collisions.

    Have a nice day and thanks again!

  • lucid

    I have send you a .capx about 6 days ago named" for lucid" (lol)

    There i showcase all my problems.if you could take a look and see what is wrong or what i am doing wrong i would really appreciate it.

  • plugin changelog 11/25/13

      <img src="smileys/smiley38.gif" border="0" align="middle">Fixed a bug that was causing performance issues <img src="smileys/smiley38.gif" border="0" align="middle">Fixed a playback issue for projects with shifting pivot points <img src="smileys/smiley38.gif" border="0" align="middle">Plugin now takes advantage of the new save data to speed up the loading process <img src="smileys/smiley38.gif" border="0" align="middle">Plugin now automatically searches for the .scon version of the file, if you leave the .scml extension in the properties pane

    Please make sure you're enabling the additional Save Options in Spriter:

    <img src="https://dl.dropboxusercontent.com/u/1013446/forumstuff/custSave.png" border="0">

    Also, for anyone who's not active on our forums, there's a new build of Spriter that fixes a stability issue with the previous build

  • lucid When using this latest plugin, none of my spriter objects load :X!

    The sprites are all loaded when the layout starts but the animations don't play and the spriter's family don't act like they're in a container with the Spriter object.

  • Scavengrove, please make sure that your .scon file is saved with the C2 objects from the screenshot above when importing, and if that's the case, we can work from there

  • It definitely was, I was using the 11/18 plugin with scon files no problem. I'll mess around with it some more and let you know if I can't get it working! Thanks for everything lucid - Spriter is really awesome and you're doing a great job :D

  • lucid - I was wondering if we could get the following conditions:

    • Current key frame (<,>,=, etc.)
    • Current animation time (<,>,=, etc.)
    • Is (animation name) playing
    • Is paused
    • Is looping
    • Loop iteration (<,>,=, etc.)

    I know you can make the first 3 happen from comparing expressions, but they would still make things a little easier. The other 3 are a little harder to make manually.

    Anyway, thanks for your efforts! It's a great tool.

  • It definitely was, I was using the 11/18 plugin with scon files no problem. I'll mess around with it some more and let you know if I can't get it working! Thanks for everything lucid - Spriter is really awesome and you're doing a great job :DThank you. Also, it would have worked fine with the previous version of the plugin. This version is the first time these are absolutely required for playback. The new faster loading routine requires that information.

    lucid - I was wondering if we could get the following conditions...

    That all sounds doable. I'll add some of those over the next few versions

  • A huge "seconded!" for those conditions. If there were a way to read the milliseconds we're into an animation to more accurately match timing between animations, that would also be extremely handy.

    Out of curiosity, are there any plans to add animation blending? For example, running + shooting?

    Some way to grab control of a specific part of the IK chain (for example, accurate aiming in terms of the animation by controlling arm movement) would also be extremely useful.

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  • lucid

    i have send you an email with the import issues i am facing with the new plugin .

    keep up the good work!

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