lucid's Recent Forum Activity

  • haddy22

    Interinactive

    Bl4ckSh33p

    Just to be clear. The plugin should currently work for the preferred/better performing method, using a single spritesheet, instead of separate images. If you need to use separate images, I'm working on that. I asked Ashley a couple of questions in the SDK thread to help me proceed. In the future I'd like to add the ability to use more than one spritesheet per entity, but unless you have an exceptionally huge project, this shouldn't normally be necessary.

    I apologize for my slow replies as of late, but despite outside appearances, rest assured we are working hard behind on the scenes on important updates for Spriter.

  • Ashley - I have a couple of questions about the importer API. First in the example plugin.js, on line 70, you have: const imageEntry = zipFile.GetEntry(filename);

    [quote:3bzhpeq7] // Look for the given filename in the zip file.

    const imageEntry = zipFile.GetEntry(filename);

    if (!imageEntry)

    return; // referenced filename is missing in zip

    // If the file exists, read the referenced image file as a Blob.

    const imageBlob = await zipFile.ReadBlob(imageEntry);

    Is it possible to have it read from the folder of the dropped file, or does it have to be a zip file that contains the other files?

    Second question, how would I go about adding entries to the event sheet - In C2, dragging and dropping the scml file created the On Initialized event, and added the Associate actions. Is this possible with this API yet?

  • Thanks Ashley - will take a look

  • Also Spritesheet method somewhy refuses to work both on C3/C2. I've done everything using your instructions with different models (Grey Player & Wonky Skeleton) and still nothing.

    Using latest stable Spriter and C2 / C3, latest version of plugin for both.

    f you want to send me a basic capx where it's not working, I should be able to identify what's wrong:

  • >

    > It's probably not a good idea to invest work in features which may or may not ever exist. I can't promise if or when any of these features you hope for will be implemented.

    >

    We can do all that I need in ?2 so what's the problem with C3?

    No matter. I will achieve what I want regardless.

    The ability to use separate sprites as you can do in the C2 version required a special import feature made specifically for Spriter that Ashley added into C2. He said something similar is on the todo list for C3 (but a more general feature that can be adapted for more purposes than just Spriter), but he hasn't given a timeline for that.

  • Great to see this one for C3.

    I need ability to change each part manually like any Sprite object. Make frame animations, load pictures from URL, adding effects and other.

    I'm building all my project in hope this will be here.

    I won't need it most likely for regular characters, but protagonist must have great deal of customization.

    Would be really nice to have it in Spring 2018. I have tons of work to do before that anyway.

    It's probably not a good idea to invest work in features which may or may not ever exist. I can't promise if or when any of these features you hope for will be implemented.

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  • Great to see this one for C3.

    I need ability to change each part manually like any Sprite object. Make frame animations, load pictures from URL, adding effects and other.

    I'm building all my project in hope this will be here.

    I won't need it most likely for regular characters, but protagonist must have great deal of customization.

    Would be really nice to have it in Spring 2018. I have tons of work to do before that anyway.

    It's probably not a good idea to invest work in features which may or may not ever exist. I can't promise if or when any of these features you hope for will be implemented.

  • Ashley, I didn't see there was a reply.

    I don't need animations. I just need the single image, but I do plan to expand the plugin at some point to allow multiple spritesheets, which i would have used different animation frames for.

    Also, how do I make it so when they double click the object it opens the image editor, like the sprite object?

  • pinellos - Thanks for trying it out. That's correct. In C2, it only showed text with info inside the box. I don't think it's possible to have the plugin load the animations at edittime. As for the the 'Show Collision Polygon' crash. I'll leave that to Ashley.

    Ashley - can you take a look at pinellos's crash report there, and tell me if this is something I need to fix on my end, or a bug in C3?

    If it's relevant, I have _info.SetHasAnimations(true) in plugin.js .

  • Mikal - awesome, glad it's working. Thanks for testing. As for the speed, blackhornet and his plugin converter did almost everything. I only had to add/change a couple of lines of code afterward.

  • nycgio There is an additional way to import Spriter files in both C2 and C3. Instead of using individual sprites, the plugin draws all of the images itself. The plugin runs much faster and uses less ram with this method, so unless you need separate sprite objects (for instance, to add an effect to some of the sprites that make up your character, but not others), you should always use this method. The import process is completely different than the other method. It looks like a lot of steps, but it's easy and quick to do once you know how.

    The first step is to have Spriter figure out the bounding boxes of each animation. This tells the scml plugin how much space it needs to draw each animation.

    To do this, click here:

    Use these settings:

    You only need to do this the first time you export it, or when you add a new animation. This only affects the bounding box of the animation (anything outside this box isn't drawn), so if you're tweaking animations and testing the game repeatedly, you don't need to do this every time.

    Make sure you have these options enabled in Spriter:

    When you're ready to export, go here:

    The settings I've marked in red are all mandatory. The other settings on the left you can tweak as you like. Spriter saves all of the settings in this dialog, so you don't have to check these every time.

    Next, click the dots next to base filename to choose the filename. You need to save it to a separate folder from your main project, and the filename you choose will apply to both the spritesheet and the scon file. Click Ok to complete the export.

    In Construct 3, create your scml file as you would any other object. Right click - insert new object - scml.

    When you add the object, C3 will open up the image editing dialog the same way it does when you add a standard sprite object.

    In the image editing dialog, click the folder icon to load an image, and choose the spritesheet png that you just exported.

    Import the corresponding scon file by right clicking on Files in the Project Pane and choosing Import Files, and selecting the file:

    And lastly, in the properties pane, set scml filename to the name of the scon file, and make sure that draw self is set to true.

    That should do it. Lemme know if you have any issues.

  • lucid - you've raised some good points, actually. Let me have a think about what we could do to solve some of these integration problems.

    For rendering deformed meshes, are you currently drawing degenerate quads? (i.e. make two points of the quad the same, so you get a triangle)

    he technique we use for constructing the meshes in Spriter 2 will easily adapt to either one. When I was experimenting with Construct 2's polys, whatever you had there was working fine. Regardless, whatever is most efficient will work for us.

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lucid

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