Spriter/C2 - (8-14-2019 - Spriter 2 Roadmap and News in latest post)

  • Added "nickname" property. This feature is to make it possible to differentiate different scml object types (and individual instances if desired) in the layout editor in C2. The scml object now shows the filename in the square inside the layout. If you have something inside the nickname property it will display that instead.

    Thanks for adding this feature.

  • Introduction:

    This is going to be a large post but first I'd like to start off with saying hello to the Brashmonkey team and hello to everyone that is providing support towards fixing bugs and many more things.

    My Case:

    I'm currently working on a fairly large game and as a proud owner of Spriter Pro I can only say, thank you so much for making my and my artists life easier.

    I recently decided to try out the new spritesheet feature because I'm getting closer and closer to the sprite limit.

    So far my tests have all been successful and I was surprised that even char maps worked using the new method.

    My Problem:

    My game is using custom ragdolls (physics joints that connect the single sprites with each other making them "wobbly"), this feature was working fine with the old method and as you might already be able to guess, spritesheeting unfortunately breaks this feature of mine.

    The Request:

    I know this probably sounds easy from my perspective but I would like to request a custom ragdoll feature that you could perhaps turn on/off at will. I understand that this won't be as easy to implement as I think but I'm sure that if you'd implement this feature, you wouldn't only make me happy but also a lot of other Spriter + C2 users here.

    Some Last Words:

    Adding this feature in combination with spritesheeting would be a blessing and honestly it would calm down my fear of reaching the sprite limit for sure.

    If you guys need someone to test it out (if it's possible), I'm willing to invest my time into it and surely all the other helpful people here will do it as well.

    Thanks again for this amazing product and looking forward to hear from you guys.

  • TheRealDannyyy is there anyway you can use the Override Object Animation action to tell each sprite where to be while in ragdoll mode?

  • TheRealDannyyy is there anyway you can use the Override Object Animation action to tell each sprite where to be while in ragdoll mode?

    I guess it would be possible with the use of heavy maths and a lot of events which could easily bloat the memory use.

    Sorry, I get the use of the action in general but I think that would be a little too advanced for me to handle compared to my current method.

    My current way is to create a family with all sprite parts and give them the "chipmunk physics" behavior which has a more advanced pivot joint feature.

    Could you perhaps create a small example so that I could get a better understanding?

    I'd appreciate the effort and thanks for the quick response.

  • "chipmunk physics" behavior?

  • "chipmunk physics" behavior?

    It's a fancy name for a more advanced physics behavior inside C2. (HERE)

    HERE is an old topic of mine about that, it includes a basic unfinished but working example of my method.

    So, I'd like to ask again if you guys would consider adding a feature like that or should I keep on going with my currently old Spriter importing + ragdolling methods?

    It just feels like we've talked more about a workaround than my actual request, which isn't wrong of course.

  • > "chipmunk physics" behavior?

    >

    It's a fancy name for a more advanced physics behavior inside C2. (HERE)

    HERE is an old topic of mine about that, it includes a basic unfinished but working example of my method.

    So, I'd like to ask again if you guys would consider adding a feature like that or should I keep on going with my currently old Spriter importing + ragdolling methods?

    It just feels like we've talked more about a workaround than my actual request, which isn't wrong of course.

    Why do you just divide the objects that you want the physics on into separate parts and scmls to be inserted into C2 and combined them back with behaviors, instead in a singular scml?

    That way, your old methods still work without too much effort.

  • Why do you just divide the objects that you want the physics on into separate parts and scmls to be inserted into C2 and combined them back with behaviors, instead in a singular scml?

    That way, your old methods still work without too much effort.

    I think I don't understand you quite well, you want me to import ~12 different spriter parts and connect them with each other?

    How would the spriter animations still work if I use different scml files anyway?

  • >

    > Why do you just divide the objects that you want the physics on into separate parts and scmls to be inserted into C2 and combined them back with behaviors, instead in a singular scml?

    > That way, your old methods still work without too much effort.

    >

    I think I don't understand you quite well, you want me to import ~12 different spriter parts and connect them with each other?

    How would the spriter animations still work if I use different scml files anyway?

    That's the best way to go with it if you want results quickly and work on other features instead of waiting for something that might take weeks to months to materialize.

    Yes, you have to rebuilt all the animations for each part in new scmls for separate parts. Easier than imagined since you already have all the important details in your original scml. Tedious but doable in several days.

  • That's the best way to go with it if you want results quickly and work on other features instead of waiting for something that might take weeks to months to materialize. Yes, you have to rebuilt all the animations for each part in new scmls for separate parts. Easier than imagined since you already have all the important details in your original scml. Tedious but doable in several days.

    I've never said that I want this feature in a few days, infact it can even take up to a year if it has to.

    So far the workarounds are mostly more difficult or tedious than my actual method, which leads me to believe that there is no "better" way to approach this.

    Anyway, thanks for the idea Sethmaster.

    I really hope that Brashmoney will revolutionize 2D Construct games a little further on this end, I don't see any negative aspect about this TBH.

    It's already a standard feature that comes with the most 3D game engines, so why not make it a standard with 2D engines as well?

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  • TheRealDannyyy - yeah, it's a bit outside the scope of Spriter to handle physics and and collisions. I think the best alternative would be to create the joints based on the Spriter bone positions. I don't have time to look in depth into chipmunk physics at the moment, but one thing I've considered adding and might be able to add (probably not too soon) is a hierarchical 'for each bone' condition that would loop through the base bones, and then each of their children, etc, and corresponding expressions to give you the 'current child bone'/'current parent bone' type info. Would that be helpful?

  • TheRealDannyyy - yeah, it's a bit outside the scope of Spriter to handle physics and and collisions. I think the best alternative would be to create the joints based on the Spriter bone positions. I don't have time to look in depth into chipmunk physics at the moment, but one thing I've considered adding and might be able to add (probably not too soon) is a hierarchical 'for each bone' condition that would loop through the base bones, and then each of their children, etc, and corresponding expressions to give you the 'current child bone'/'current parent bone' type info. Would that be helpful?

    It's hard to tell right now, it might help but I think I will just keep on going with the current method and unfortunately skip the use of the new spritesheet function.

    However if there are any news about this in the future, I'd appreciate a tag.

  • new version

    11/2/2016

    • Fixed a bug where default pivot points weren't working with the new self-drawing/performance mode
  • Hi lucid, I can't seem to fix my pivot point problem. I just downloaded the newest scml plugin, updated the plugin files in the Construct plugins scml folder, but the sprites of my character are still weirdly rotated.

    I did try again, downloaded the plugin, reinstalled, and saved my Spriter scml/scon files including a new spritesheet png. But this didn't help.

    Running Spriter release 9, the lastest Construct version and the plugin in dates from 11/2 in the Construct folder. Not sure what's happening here

  • robin Sommer - could you send me your zipped Spriter project to ?

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