lucid's Recent Forum Activity

  • ...can you guys please implement the support to "minify" script ? ... soon.

    Unfortunately, not likely soon. I need to find out why it's happening, and if my suspicions are correct, it will be something that I need to spend a good while hunting down. It's on the todo list, but there's a lot of big things on the list before it, so I wouldn't call it soon, as I don't have an eta yet.

    is there a way to rotate a few degrees the scml animation during runtime when the bounding's box corner touches the slope? see what i mean about the rectangle and the scml animation?

    I may be misunderstanding the question again, but it seems like all you have to do is set the angle of the scml plugin.

    lucid how can I import a char with character maps, because I impor my .scml and my .scon, but only with the basic images and dont import the character map images.

    Not yet ffman22. There is some work Ashley must do on the importer in C2 first. I just recently gave him the updated plugin to work with, when he was already in the middle of several non-Spriter C2 things. He says it will probably be a week or two before he gets a chance to work on it. Fortunately, once that happens, everything is ready on the plugin side for it to work.

  • There is actually a way to solve this problem somewhat. We can attach platform behavior to SCML object and then lags are cured (I don't remember actually why)

    The problem with the scml object having a behavior is that for now there's no way to set the size of the bounding box. For now it's just set to 100x100. There will eventually be a way to do this visually in Spriter, and automatically in C2, but no ETA on that just yet.

    Yes, alpha fades are working! Sweet! How about sounds lucid - are sounds functional in C2 yet? Thank you fellas for all of your hard work. Spriter is really shaping up!

    Thank you. Sounds aren't ready yet, but they are almost done: There is a bug in Spriter with sounds that will be fixed for the final version of this build, and which is important for the plugin to function. Also, sound won't work until the importer is updated. The plugin code is already complete, though.

  • So Spriter plugin changes positions of attached sprites before position of the whole scml object is changed during "position change tick" event sheet condition processing.

    Could you help with this problem either fixing it or proposing a workaround?

    I will take a closer look, and try to reproduce the error myself, and see if there isn't some way to solve this through the plugin.

    lucid - does the latest scml plugin support alpha fades and have you found anything out about the post spawn flipping and IID errors? Thank you, Morgan.

    Alpha fades should be working now (fixed a bug a few versions back), but please refresh my memory on the post spawn flipping and IID errors. What is the issue there again?

  • We just released a new prerelease/test build of Spriter if anyone wants to help us find bugs for the next stable release.

    There are still some things that Ashley will have to handle C2-side before character maps will work in C2, but this Spriter pre-release also contains a bugfix in .scon saves required by the plugin. So we're one step closer to the plugin supporting character maps. After the stable release, I'll immediately update the plugin to support the new variable and tag features (see link above). Once this is done, and the importer is complete c2side, the plugin will fully support all Spriter 1.0 pro features.

  • lucid

    Thanks for the reply, I do have both the save options both ticked. Basically what happens is that I drag a .scml into my C2 Project, I choose my event sheet and all is good, however when I drag the .scon file into my project, and then select the event sheet, it brings up an error with regards to a missing file.... and then when I open my spriter project, the images are missing and it shows a red block with wording in its place.

    As long as both files are saved with the same name, different extension(e.g. example.scml and example.scon), then dragging one into c2 should automatically add the other. If not (or if it's not working due to having already imported one at a time, then manually import by right clicking and importing the file into the Spriter Animations folder in the projects pane

    That's it. Once you've imported both files, you should be able to see the animation play back by previewing immediately.

  • =.=

    This is a bug in the importer.

    The workaround for now is that you need to make sure every instance of the scml object has the 'SCML File' set to the .scml version of the file, instead of the .scon.

    You may have to manually reimport the scon in the project pane as well. Right click the file, delete, and then right click on the folder, import the file. I made it so the plugin knows to change the extension to .scon by itself, so you don't have to change it back after reimporting.

    EDIT: I'm not able to cause this bug to happen even without taking the above steps anymore with the latest version of c2 and the plugin. If it still doesn't work, please send me the capx and the spriter project folder zipped, and I'll sort it out with Ashley.

  • A bug!!!

    while condition is "Mouse button is down" and set animation the animation isn't play until released the button.

    RamPackWobble, and Roccinio are correct. You can still use the events the way you are if it's useful for some other purpose, but you should use the option 'play from current position' in the action instead of 'play from start'

  • In case anyone missed the latest update on the previous page:

    Download latest plugin here

    • Added 'Set Visible' action. When invisible, the plugin will still animate the individual sprites, so collisions and position expressions continue to function correctly.
    • Fixed a bug where if a new animation was set and the scml object was moved in the same tick, it would show the first frame of the new animation at the old location for one tick before moving to the new location

    and there was an additional action added in the previous version that I didn't mention when I released it:

    • Added actions: Set Flipped and Set Mirrored, which function identically to their Sprite counterparts

    And finally, here's a link to our latest Kickstarter update: New Spriter build coming next week and new Art Pack released!

    art pack preview:

    Thank you everyone for your continued support, feedback, and bug reports.

  • reimport error...

    =.=

    hanks for reminding me of this. This is a bug with the (re)importer. I'll let Ashley know. Also, I believe there is a workaround that Mike mentioned to me. I'll ask him about it next time I see him online.

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  • Anyway you can add the ability to set the Spriter object to In/visible and the ability to set the opacity level.

    The thing about opacity is since each sprite is individual, you will see the semi-transparent sprites underneath eachother, rather than one solid translucency like a normal Sprite object. I can definitely add it, though. After the upcoming build of Spriter is complete, I'll take a screenshot of what it looks like, and everyone just tell me if it's a feature you would ever use.

    Set Visible is actually one of the new actions:

    Download latest plugin here

    • Added 'Set Visible' action. When invisible, the plugin will still animate the individual sprites, so collisions and position expressions continue to function correctly.
    • Fixed a bug where if a new animation was set and the scml object was moved in the same tick, it would show the first frame of the new animation at the old location for one tick before moving to the new location

    and there was an additional action added in the previous version that I didn't mention when I released it:

    • Added actions: Set Flipped and Set Mirrored, which function identically to their Sprite counterparts

    And finally, here's a link to our latest Kickstarter update: New Spriter build coming next week and new Art Pack released!

    art pack preview:

    Thank you everyone for your continued support, feedback, and bug reports.

  • 2. One of the objects that was added later to the animations keeps on appearing in the top left corner.... and at the original object size.. which is kinda very large.

    EDIT; Yes I have the same problem as Tobye. I've cleared the animation, sprites, files everything. yet still result in the same problem. Even resaved the scml and scon files after removing(moving to a backup) them from the project directory to make sure they aren't the same.

    Never got a capx from you. Did you solve the problem?

    I am having a couple of issues with Spriter in C2 still...

    Please send me a capx as well. You definitely shouldn't have to manually make a separate left facing animation to do that. Also, if you could explain how I can reproduce the bug with the error that shows up on screen that would be helpful. Before you do that, please make sure you've downloaded the latest (https://dl.dropboxusercontent.com/u/257 ... n/scml.rar). I posted two versions back to back, and the second one solved a similar issue.

    Also, there's a new version coming soon guys. Solves a couple more bugs, and adds an action or two.

  • What is the state right now regarding free form deformation, or deformation of any kind? I have the Pro version.

    Short version:

    Free form deformation at the moment is available as an experimental preview feature only for pro users only. It's in a proof of concept/experimental state, and we don't recommend using it in your real game yet, as it will be greatly expanded/enhanced/evolved before it's finished, and for the time being it's unsupported. If you start working on game assets, and encounter a deal breaking bug with your deformation Spriter project, it's going to take a back seat until after 1.0. With that in mind, if you just want to play around with it, and test the features, the following video at 6:23 has a basic rundown :

    The details:

    We are working on finishing the current build of Spriter, which is has the bulk of the remaining features until 1.0. After this version it's just bug fixes, and useability enhancements until 1.0.

    After 1.0 and catching up the documentation, we'll be focusing on deformation and other (unannounced) post 1.0 features(free updates for current owners of course).

    Most of the functionality is already in there, such as dynamic tessellation, skinning around bones, and variable levels of curve detail - also, deep control over texture coordinates and mapping. The rest of what needs to be done, is making things more flexible in how you can divide and control the skin, and enhancing the workflow from start to finish so it's quick and intuitive.

    I've tested the basics (simple drawing deformation tests, not real world/stress tests) with the C2 plugin sdk, and after a small request (already filled) by Ashley, it's seems the c2 plugin should be able to support deformation as well.

    So basically, we have quite a few things to do before we get there, but it's the one of the next steps after Spriter 1.0, it will be very powerful and easy to use, and it will work in c2 - but it's much to early to give an ETA.

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lucid

Member since 16 Jan, 2009

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