lucid's Recent Forum Activity

  • Hi everyone.

    , it won't take nearly that long.

    Everyone else that was waiting for an email reply I believe I replied to everyone. I had quite a backlog between here and the Spriter forums, though, so please let me know if I missed anyone here or via email.

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  • Thanks Do you plan to enter?

  • Sorry for the delay in replying everyone. I've been quite busy on several fronts, but I wanted to check in and at least give a status report.

    lucid Sent on July 9th, 2:22 PM Pacific Time from , will send again now

    Sent you an e-mail lucid.

    Thank you. I will be getting back to you as soon as I get a chance to look into it. Thanks for your patience.

    Sethmaster and lucid, regarding the seams issue - this might solve it, and might not, but I was having an issue with sprites lagging and jumping around, and so I made the spriter object set it's x and y to int(object.x) and int(object.y) (where object in this case would be your placeholder sprite) as opposed just object.x and object.y. I guess the issue was that it was trying to align sprites based on coordinates that weren't necessarily whole numbers, so it would round up or down. seems to work well for me, hopefully that helps for you guys. I haven't exported to nwjs, and I'm only guessing on what I think you're referring to with that issue, so maybe this is completely irrelevant.

    hanks for the info.

    Hi there lucid , thank you for the hard work and support provided for the C2 community! I was wondering if the procedure for importing AND updating scml objects in C2 had changed since the performance update? I read what you said recently about being able to just reimport the files if not too many changes occurred within spriter in the meantime (new images, sounds etc) but do we still have to rename the scml file association to scon and then rename to scml in C2 before each update? I may have missed the info somewhere but are there other new things to know like that or is it strictly the same as before the performance update? All my searches point me to the official tut made years ago.

    Also I use a lot of container sprites as you recommend in one of your videos in order to apply behaviors and I wished there was a way to not to suppress the container object when it gets updated by drag n dropping the scml file into the c2 project. Right now I have to unbind all my containers manually before any file update, which gets time consuming, maybe a feature to think of later on or again, something I missed? This was actually the reason why I was looking at alternate ways to update the files without breaking the containers every time.

    Thank you again for your hard work and support, spriter is an amazing tool!

    side from the way you import in performance mode, the procedure hasn't changed. The most up to date instructions are here (also linked in my signature). You shouldn't have to rename any files. In performance mode you just need to save the scon (using the performance mode import method), and in the classic mode, you need both the scon and the scml to import. There's an option now in File|Other File Actions...|Custom Save Options... to automatically also save an scml file every time you save a scon to save you a little trouble if you plan to be using the classic import method. You shouldn't have to unbind the containers. Was it causing an issue if you didn't do that?

    lucid . I got another object which has a different size. I don't know the exact size but I know that it has a portrait size with the width of 96 pixels. So the problem again is the same with my previous post but now it becomes invisible when 75% of it's size is not seen on screen.

    Maybe it is getting some problem finding out if the scml object is still on-screen. I can provide you the scml & scon file if needed via email. Thanks again.

    I'm aware of this issue, and the solution requires an update to Spriter, which I won't be able to get to just yet, but there is a workaround. Manually drag the rectangle representing to the scml object in the layout to a size large enough to accommodate the character in all animations. Since you're doing this with no visual feedback and no control of the pivot point, you will probably have to drag it larger than whatever box size seems intuitively appropriate. At start of layout and when any scml objects are spawned immediately set their scale to 1. The problem is that it's using that small default box size to decide whether or not to draw the entire character. The plugin only used the box size to set the initial scale in previous versions, so if you set it larger in the layout, it won't get resized back, and it 'fixes' the issue.

    Btw, if anyone missed the announcement in open topic, we're having an animation contest! Take a look:

  • Just bought this awesome programs, you have even included very nice sprites.

    Especially your newest Essentials Delta Missions Art Pack.

    Can i use the given sprites to make a commercial game? (for profit.)

    Can i edit the given sprites to implement into my commercial game?

    Yes to both questions. The only thing you can't do is resell them as art assets (like in an art pack).

  • Delta Missions Environment Art P — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-spriter-animations/delta-missions-environment-art-p-2611

    <p>This art pack comes fully loaded with a large assortment of highly detailed and flexible images and tilesets to create the lush and beautiful yet imposing environments for your next side-scrolling action game.</p><p>4 unique environment themes, each offering an array of images for creating foreground, midground, and distance layers. Use in your favorite art program to customize freely.</p><p>This Environment Art Packs also includes several Spriter animated props per environment, for use directly through the scml plugin for Construct 2 for silky-smooth tweened animation playback, or you can export as full frame images or sprite-sheets at any scale and frame-rate.</p><p>The Art pack includes: </p><p>Each Spriter animated Object comes in 2 different perspectives</p><p>Each foreground tileset includes versions for each of the three common side-scrolling platformer perspective types)</p><p>All environment content comes in 3 different color schemes</p><p>Outdoor grassy environment:</p><p>31 images (moon, clouds, trees etc.)</p><p>2 Spriter animated objects (crate and electronic switch box).</p><p>3 Foreground tile-sets, an average of over 54 tiles.</p><p>Indoor bunker environment:</p><p>34 images (security cameras, gun racks, column segments etc.)</p><p>4 Spriter animated objects (crate, electronic switch box, and computer panels).</p><p>3 Foreground tile-sets, an average of over 48 tiles.</p><p>Indoor cave environment:</p><p>34 images (security cameras, gun racks, column segments etc.)</p><p>7 Spriter animated objects (waterfalls, crate, electronic switch box, and computer panels).</p><p>3 Foreground tile-sets, an average of over 60 tiles.</p><p>Outdoor mountain environment:</p><p>25 images (clouds, trees, mountain segments etc.)</p><p>1 Spriter animated objects (crate) in 2 different perspectives.</p><p>3 Foreground tile-sets, an average of over 90 tiles.</p><p>Misc:</p><p>A Spriter animated land-mine with disarmed, armed and exploding animation.</p><p>A collection of Spriter animated pick-up items like health, ammo, grenade etc.</p>

    Use this topic to leave comments, ask questions and talk about Delta Missions Environment Art P

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  • lucid

    While you are here, got a bug with the second latest scml plugin where there are small seams between sprites in the scml animations when exported out as nwjs in C2 despite that in Spriter, not such seams are ever detected and all animation key frames are using instant transition.

    Pretty bad issue since for pixel art game where this problem is highlighted.

    EDIT: Still happened with the latest plugin.

    So you're using pixel art mode in Spriter. That's primarily used with exporting to images since a small difference in the way Spriter and the engine handle pixel rounding would result in a very different looking character. If you'd like to send me the Spriter project I'll take a look anyway and see if I can come up with something ().

    lucid Shot you an e-mail since we couldn't get it working for our spriter/capx files, would appreciate any help when you get a chance! Thanks so much.

    i HelmetPig, I've looked through my email and I can't find your message. Which address did you send to? (Please send to ), and when did you send it? Also, what email address or name did you send from?

    Woah, I nearly missed seeing this. I meant the scml object white boxes on the editor(layout view), since they all look alike, it is hard to identify which is which. Then i suggested to add a text(nametag) of the name of the scml object so it will be easier to differentiate like the scml object has it's own scale always shown. Or did you / with your team thought of something better?

    Thanks again.

    h right. I need to look into this more. I haven't found a decent solution, but in all honesty I haven't had a lot of time checking for one yet either. There's a few things I need to take care of in the near future, so it may be a while, but please remind me if I haven't responded one way or the other in the next couple of weeks.

  • Download the new version here.

    (if you are getting an error because you started your project with an older version of the plugin and you don't plan on upgrading to use the new performance mode,

    download this version to avoid the error and load your project)

    7/9/2016

    • Fixed a bug where using Set Entity and setting to the same entity and animation would cause the animation to restart
  • lucid - I hope you are not bothered, I just wanted to know if you with the Spriter Team have already discussed the Scml object identification feature, like nametags or something better your team thought out?

    , sorry I missed the notification for this. Do you mean to help in picking them in C2, to make it easier to identify individual instances?

    The instructions for the high performance mode seem so straightforward but I can't seem to get it to work..

    Using Spriter 8 (Pro) with the GreyGuy demo asset (also tried my own asset) to no avail. Here's screenshot of the SCML object with the GreyGuy spritesheet loaded, the SCON file imported, and the properties filled out.. Do I need to initialize with some kind of code to make the image/idle animation show up? Thanks in advance for any help!

    http://imgur.com/D9bxeOM

    Just to ensure it's not a mistake with the case sensitive names for entity and animation, leave those blank, and it should default to the first animation for the first entity.

    Also, do you have all the options selected under File | Other File Actions | Custom Save Options? :

    And most importantly, did you make sure 'embed spritesheet info' was checked in the spritesheet dialog, and that you used this newly generated scon file (saved to same name and directory as the image) and not the original scon file?

    If none of that helps, please send me the file, and I'll see if I can figure out what the issue is.

    lucid - Hello lucid, I just want to report a bug I found. When I use this action:

    Spriter Object --> Set entity --> (Entity: "Entity_Name") & (Animation: "")

    ...

    I hope you can fix this lucid.

    I will look into this. Thanks for reporting the bug.

    Sethmaster it has a different message if you tab to Animation

  • Colludium I think you may have downloaded the version intended for people who have older projects they don't want to use the new method. Try this link.

  • lucid Ah got this error:

    here is line 72 for reference:

    for (i = 0, leni = this.animations.length; i < leni; i++)[/code:23gnjlky]
    

    Are you using the new mode to load with? And did you possibly download the old version? I made the text smaller now to hopefully avoid confusion.

  • mudmask

    Exile03330

    C-7

    Hi again everyone. I believe I've sorted out all of your issues. Let me know if I missed someone:

    Download here! 6/23/2016

    • Fixed bug where scaled animations didn't display correctly using the new direct drawing mode
    • Fixed a bug where the key expression would cause an error
    • Fixed a bug where mainline keys with instant speed curves were improperly propagating their instant curves to individual object keys
    • Fixed a bug where character maps with hidden images weren't hiding the images in direct drawing mode

    Please download

    this version of the plugin if you're getting an error on load because your project was started with an older version of the plugin and you don't plan to convert your project to the new mode.

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lucid

Member since 16 Jan, 2009

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