lucid's Recent Forum Activity

  • hi Joannesalfa, it should work. Just make sure you're applying the behavior to the scml object itself:

    <img src="https://dl.dropboxusercontent.com/u/1013446/SpriterReleases/forumstuff/linked%20images/scmlobj.PNG" border="0" />

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  • I really don't know how to use this plugin. I'm an artist not a programmer! lol, but actually I am a total noob at construct. I don't really understand how to make the "Example_001" become a condition in Construct, or what to do from that point. I have installed the plugin as I can add an "Scml" object but honestly I have no idea what to do from here. I haven't ever used plugins here before. How do I get the example INTO construct 2?

    Hi Bugeaud, we'll have further tutorials describing the plugin in more detail in the future, but in the meantime, most of the events and conditions are self explanatory once you import:

    [tube]ac8VDNN5x7c[/tube]

    Hi lucid,

    I've been using Spriter for my first project

    it is a great tool for animating!

    I have a question about entity,

    can you give me example on what it could be used for?

    and are all the textures of different entities loaded at once on memory

    or just the one entity that active?

    Thank you. When you make a single character in Spriter, that character is an entity. If for some reason you want all of your Spriter characters to use a single object, and just change the character with events you can do that. Some people like to have all sprites combined in one character either to simplify object management, or they've built themselves some type of level editor that depends on this. Another possibility is there could be generic platform or enemy ai, and they want to be able to apply it to some completely different characters. It will also work to have a separate scml file and sprite object for each character, whichever you prefer.   Also, yes it will load all the assets for every entity in the file when you import.

    Lastly:

    5/12/13

      <img src="smileys/smiley38.gif" border="0" align="middle">Fixed a bug where plugin wasn't using default pivot point data from the scml file
  • Vsquared Squidget

    Hey guys. Thanks for the bug report. Please see if this fixes it. Also realized with Squidget's cap that setting the starting entity property was a requirement, which was also a bug. It should now default to the first entity of the file (at runtime) if you leave that blank.

  • Hi again, everyone

    I'm having trouble calling an animation that is in a different entity. So lets say i have a few sprites in the first entity i call "basic" and another entity that is called "weapon" how do i call those animations in weapon, in construct2? I know i'm using the right name because as soon as it tries to initiate, it goes blank

    Sorry Vsquared, thought I had responded to your post. Those options are added in this latest version

    5/10/13

      <img src="smileys/smiley38.gif" border="0" align="middle">Added 'Set Entity' action. Allows you to set the new current entity(character) by name, and a starting animation. If you leave the animation name blank, it will attempt to find an animation of the same name as the old entity's current animation <img src="smileys/smiley38.gif" border="0" align="middle">Added 'entityName' expression to get the name of the current entity <img src="smileys/smiley38.gif" border="0" align="middle">Added starting entity and starting animation edittime properties. These let you choose a starting entity and animation per instance without having to use actions to set these.

    also, we have some new Spriter program overview videos for anyone still learning the program:

    b2 overview video

    edit:

    CocoonJS needs to add XML Parsing for SPriter to work with it. Supposedly they are talking with Ludei about it...

    We aren't in talks with Ludei. The ball is in their court for now. The last I heard of it, was in this thread on 2/28/2013:

    thehen In the last release we added internal support for XML parsing, but it's not yet exposed in JS. So, it's getting closer! Hopefully we'll find the time to add full XML parsing support for the next release. edited><editid>lucid</editid><editdate>2013-05-10 22:28:26</editdate></edited>

  • hi Joannesalfa,

    please make sure you're using the email you purchased with, and if you're still not receiving a key email us at mailgnd@brashmonkey.com and we will sort it out. Thanks.

  • hi The solution to the ball of sprites will also solve the resizing thing. I have some major bugs to fix with copy paste, but I anticipate (this isn't written in stone yet), that I will do a hotfix for the copy paste bugs, and then Spriter b3 will have the collision boxes, and then I will update the plugin as well. Again there's too many variables for this to be a guarantee, but it's the basic roadmap.

  • Thanks Alisa (and Kyatric, though we already spoke in chat),

    Yes, all future versions will work with the plugin. I'm going to work a way to fix the ball of sprites problem for the next public build, and forward the extra info to Ashley to implement it into the editor. I think I figured out a good way to do it without compromising the file format.

    Also, very excited about the upcoming feature set. The rest of the features are the real game changers. Particularly the top secret 1.x featureset. Getting ahead of myself though.

    Everyone please remember, if there's anything aside from the ball of sprites and reimporting issues, please report any bugs and feature wishlists.

    <font size="1">PS: Just realize the typo with the thread topic name date: 4/25/1313. Talk about development hell. :)</font>

  • you're not bothering me at all. I love talking about Spriter. Not having a way to reload an animation yet has been the number one complaint/thing that people think is missing to keep the plugin from feeling complete and useable in a serious large project. This will require a bit of work from Ashley (as there's nothing built into c2 that does anything like this) so it was kinda on the long term todo list last time I spoke to him about it. Since a few people have asked and it's been a while, I'll bring it up to him again next time I see him online.

  • Zharzew, I was just speaking with Ashley about this recently (the plugin is a collaboration of c2 program things, and the plugin itself). Ashley need s few things from me to get those features working (viewing the assembled character in the layout editor in c2), and I will get to that as soon as I release the next beta version of Spriter in the next few days

  • Zharzew tutorials coming soon. Video tutorials in fact, just approaching 1.0 in Spriter and rushing to get that done. To import into C2, drag the scml file from windows into the c2 layout.

  • thanks jayderyu

    <font size="3">update 4/25/13:

      <img src="smileys/smiley38.gif" border="0" align="middle">Fixed a bug that prevented the 'Play To...' action from working correctly

    </font>

  • jayderyu, could you please email me the capx so I can see the problem. if you sent it to me before I'm not finding the email

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lucid

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