lucid's Recent Forum Activity

  • yes. thanks for the bug report. When this next version finally releases I'll be able to resume plugin work. I'm sure there's something that can be done about the collision boxes either c2 side or in the plugin.

  • Hi all. Sorry for my extended silence. Some non-Spriter/non-Brashmonkey issues have kept me from being too active recently. There will be options to adjust the main collision box(as well as separate animateable collision boxes) in the Spriter editor. The upcoming version will also eliminate the need to do anything extra(like name each item in Spriter) to make it work in C2.

    BluePhaze, turning the animation into a spritesheet will be done through texturepacker integration, but as far as using for c2. c2 does that behind the scenes with sprite objects from what I understand. If you export each full frame as an individual image (I think that's what you're asking), you will lose the benefit of using modular animation though.

  • Not yet Guyon, but the only steps are to ensure the (temporary) scml file requirements are met, and just drag the scml file from the Spriter project into c2. Running a bit behind on that Spriter program update, but when it's ready, any scml file dropped into c2 will just work. I'll also add bone support to the plugin as well.

    thanks eyehawk and candescence

  • This thread has the info you need:http://www.scirra.com/forum/spriter-c2-plugin-update_topic59694.html

    basically just drag and drop in the actual scml file into c2

    this early version has some limitations you'll need to know about listed in the thread above.

  • there shouldn't be any limits NRA

    Yswellin, that's just the way the import process places them. I'll ask Ashley, but I'm not sure if there's an easy way to make it show the character set up correctly in the editor

  • will we be able to have 2 (or more) separate spriter scml on the same screen at once?

    as nra said this works, also, because the import puts them into a container this works as well:

    <img src="https://dl.dropbox.com/u/1013446/SpriterReleases/release/c2plugin/instructions/thisworks.PNG" border="0" />

    so, if there were 3 characters on screen, only the torso belonging to the same character as the clicked head would change opacity

    storm36969 Thank you very much.

    Also, to everyone else, just an update on progress:

    Working on Spriter program update currently, that will have some things such as default names for objects, and objects being local to the entire character(as opposed to the animation), which in short, both make importing much easier. This update also has some major upgrades in speed and stability, so that's what's taking all this time. When this is done, I'll update the plugin with bones, and any other new features that make it into this program build.

    Have some majorly awesome stuff coming once Spriter is a little further along, so while things are a little slow now, in about a month we should have some major expansions to what the plugin can do

  • I'll have a look, and see what I can find

  • they should be in a folder.

    here I'm adding a condition

    <img src="https://dl.dropbox.com/u/1013446/SpriterReleases/release/c2plugin/instructions/folder.PNG" border="0" />

    after double clicking the folder named after the spriter object:

    <img src="https://dl.dropbox.com/u/1013446/SpriterReleases/release/c2plugin/instructions/folder2.PNG" border="0" />

  • the issue with reimporting the animation again without losing events is something I've discussed with Ashley, and he said he hopes to work in a solution in a future version of c2.

    as far as the being able to set action to each body part, you can do that now. It's why we went with individual sprites instead of the original plan to have the one plugin draw everything.   Also, the import process puts all the sprites in a folder for you, and they are all in a family, and a container together, so if you have a condition that picks any of the parts or the scml object itself, the rest of the parts are automatically picked.

    The short answer, is you should just be able to create actions with the torso sprite object as if it were just a normal sprite (because it is)

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  • cosmos10040, sorry for the late reply. Was at Thanksgiving celebrations with the family, but retrodude is correct.

    retrodude, because you can animate width and height changes in the editor, part of the animation is setting width an height every tick. To override, your width and height changes should take place every tick as well. For example:

    -Every Tick

    -----set Spriter_hand width to 1000

    If anyone has ideas they'd like to see integrated to add more flexibility with things like this let me know. For instance I can try to add something to let you find the x or y scale factor of a body part, that way if you make the arm 2 times the size, it can still grow and shrink according to the animation, but grow and shrink to the animated size x2, if that makes sense.

  • Ok, I know why this is happening, and it will be fixed in the next build.

    Thanks for the bug report.

    Also, Spriter the program isn't complete yet, but there will be nothing that breaks caps or Spriter projects in any future editions.

  • no problem

    glad it's working

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lucid

Member since 16 Jan, 2009

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