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

  • 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...

    the '.time' of the scml object gives the time in milliseconds in the current animation.

    and the long term plans for the plugin that include everything else you mentioned

  • Actually as a thought. Instead of checking for time. Wouldn't it be more helpful to have timer/frame trigger that was on the spriter side.

    You could in C2 have either

    Spriter.AnimationTime = 2.5

    or instead

    ->Spriter.OnFrameTrigger = "name"

    Much like how Spriter is getting audio frames and frame collision boxes. it just seems the natural step is to have frame triggers rather than checking the current time of animation.

  • or instead

    ->Spriter.OnFrameTrigger = "name"

    Yes! I was actually just about to add that.

  • that feature will be available be available in B7 at the latest, along with animated variables

  • lucid - I've figured out what the problem is with my spriter objects- When I change the object's image in an animation (right click the sprite in Spriter and choose a new picture) that change is not happening in C2. Everything looks normal and works in Spriter, but in C2 the image doesn't change.

    I made a quick example to explain it better. There's a *.capx and a folder with the spriter files / images so you can see both sides:

    dropbox.com/s/l2tflu1h7engv57/spriter_bug.zip

    The star spins, click the mouse and it should change animations to one that swaps the image halfway through. But the image doesn't change.

  • lucid

    i finally figured it out

    when i deleted the .scon and .scml files under the spriter animation tab in construct and imported the new ones it worked.when i tried to just drag and drop the .scml file into construct to overwrite the previous one, i just had an error saying that the scml file does not exist.

  • Hi

    I made everything and nothing work <img src="smileys/smiley5.gif" border="0" align="middle" />

    1-create new project.

    2-drag and drop monster (Example.scml).

    3-run

    the character monster not animated.

    what is missing to get it work?

  • same problem as mostaafa here (also tried setting the animation to "Idle" or "Posture"). Tried to save it again in spriter with the new file options, but no success.

    edit: okay, saving as scon and scml with the same name made it play the idle animation once, after that it stops. Using the stable release of Construct 2.

  • First off, thanks for all your efforts Lucid, it is very much appreciated.

    The last version was working but with very poor performance, now the spriter object spawns but will not pin to the playerbox(collision box) and does not initialize any animations. Same thing happens when I do not change the call from scml to scon file type.

    Followed the tut to the letter too, options checked on export.

    Any Ideas on what is causing this? I have tried reimporting and deleting the 2 entries like Roccinio mentioned above but nothing works so far. Any ideas on how to get this working??

    Cheers

  • MelVin

    what i did was:

    i went to spriter(installed the latest version from their site) and re-saved (saving as option)with the exact same name as before both files(scml,scon)

    i installed the 25/11 version

    i loaded my previous save with the 18/11 version of the plugin

    i went to spriter animation tab in construct(bottom right corner)

    deleted the 2 files(scon,scml)

    right clicked on the tab,selected import,and i imported both.

    after that it just worked!

    i hope it works for you too.

  • plugin changelog 11/28/13

      <img src="smileys/smiley38.gif" border="0" align="middle">major optimizations <img src="smileys/smiley38.gif" border="0" align="middle">fixed a bug where setting the looping state before an animation had initialized wouldn't work <img src="smileys/smiley38.gif" border="0" align="middle">'animationName' expression will now return the queued animation name if the animation was just changed in this tick, but hasn't started playing yet <img src="smileys/smiley38.gif" border="0" align="middle">fixed a bug where images weren't switching when they should <img src="smileys/smiley38.gif" border="0" align="middle">added 'timeRatio' expression to retrieve the current time in the animation as a ratio from 0.0 to 1.0 <img src="smileys/smiley38.gif" border="0" align="middle">added 'Compare Current Animation Frame' condition <img src="smileys/smiley38.gif" border="0" align="middle">added 'Compare Current Time' condition <img src="smileys/smiley38.gif" border="0" align="middle">added 'Compare Current Animation' (name) condition <img src="smileys/smiley38.gif" border="0" align="middle">added 'Is Paused' condition <img src="smileys/smiley38.gif" border="0" align="middle">added 'Is Looping' condition

    This is the kind of speed difference I was getting with this version vs Monday's version:

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

    (Art by TombMonkey)

    To anyone who's mentioned not seeing anything in the new version. I don't believe C2 will recopy both files. I need to verify this, and if so I'll talk to Ashley about it. In any case, when you resave your .scon file, as Roccinio said, remove and reimport the .scon file manually in the c2 projects panel. It can be found under 'Files/Spriter Animations'.

    Thanks for the continued feedback everyone.

  • lucid - This is a rad update! The new conditions really made my day. And of course a performance boost like that is just...wow.

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  • lucid, Doesn't seem to work on exported Node-webkit project or maybe I did something wrong. Work on preview though.

  • i have the construct r149

    but the plugin doesnt work

  • lucid, Doesn't seem to work on exported Node-webkit project or maybe I did something wrong. Work on preview though.

    Just tested. It works for me on Node-webkit. Please be sure you're not minifying your script.

    i have the construct r149

    but the plugin doesnt workI need more detail to help you. Are you sure you're following all of the instructions in the original post of this thread?

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