lucid's Recent Forum Activity

  • - whoops. I got that just before release and I fixed it. I guess I forgot to repackage it afterward. Please try it now.

  • 10-22-2020

    This release is in beta since there are multiple new features, and reimporting specifically is a fairly involved feature. This release relies on new C3 features and will only work with C3 version R221 and above.

    Additions:

    • Added ability to reimport projects, keeping events for objects that still exist
    • Added condition : Compare Second Animation ( thanks

      )

    • Added action : Stop/Resume Setting Sprite and Box Collisions
    • Added action : Stop/Resume Setting Sprite and Box Visibility
    • Added property : blend mode - choose between no premultiplied alpha blend (the usual default), and using whatever is set under the effects blend mode property - using normal blend under the effects mode might solve some rendering issues for some projects. Otherwise, use the default if you're not trying to add a special blend mode.
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  • baks - Thanks for the example project.

    I will add something to the next build to let the user choose which blending mode to use (if I choose alpha blend it looks the way you want it to, but there are other issues with that blending mode in other projects). It could be a little while, because I'm halfway through adding the reimport functionality, and I'd like to wrap that up rather than rollback temporarily for this fix.

  • Just a quick progress update for everyone. Been in contact with Ashley about getting some stuff into the plugin sdk. It won't be ready for a short while, as I had a couple of additional requests, but in the next build z-order will be using officially supported sdk methods, which should be more efficient, and will also make it so z-order actions won't break between builds.

    And more importantly, we will have automatic reimporting! It's almost completely working, but I had a couple of additional sdk requests I'm hoping he'll be able to fulfill. If all goes well, reimporting will just be a matter of dropping in a zip file with the same name as the originally imported Spriter project. It will handle everything automatically, keeping your current events intact. The only manual step will be to delete the extra On Initialized event. Ashley informed me the data structure for events is too complex to expose through the sdk, and even if that weren't the case, it would be tricky to automatically remove since I've seen many projects that tweak or add onto the automatically generated events.

  • thanks for the code suggestion, I will look into adding it into the next release. If you can send me a simple example of slow running project in c3 (including whatever blending is needed for the problem to arise), I can try running it through the profiler and seeing where the issue is.

  • - between this and the Construct 2 version, it's been or is being used used in multiple production games. Please report any bugs to this thread.

    gtea - Not sure how that happened, but I did need to reinstall Windows recently - I must have pulled the wrong build somehow when I restored.

    In any case, please test with this latest version, and see if things are working for you. I made a basic project that successfully loaded an animated character , so if that doesn't work for you, please send over the project and let me know what Construct 3 version you're using.

    9-28-2020

    • Fixed mistakenly reverted changes
  • does this happen just by using the plugin at all? or is there a specific action that causes it?

  • 9-8-2020

    • fixed a bug where restarting a layout could sometimes stop with an error sometimes when fetching the pre-loaded animations
    • fixed a bug where 'ignore layout time scale' wasn't having any effect
  • forum is bugging for my second image, so I had to make a new reply.

    So for example, with the project you sent, it would look like this:

  • hello baks and

    Thanks for your patience, and thanks for the example projects. That always makes things infinitely easier to debug.

    Hey, I'm having issues with the conversion of a Construct 2 project to Construct 3, the animations don't work and any action using the Spriter plugin neither.

    I sent an example of the Capx and the c3p to the mike email

    Thanks so much for the help

    I'm not sure why this works in C2, but this is actually a simple fix. You have a space before each name, so instead of trying to play animation "Lied" for instance, it's trying to play animation " Lied".

    You just have to change it from:

    "Idle\n Lied\n Kick..."

    to

    "Idle\nLied\nKick..."

    and it should work fine from there.

    Hi lucid,

    It seems that the current addon doesn't support secondary animations. Current addon setup:

    1. Draw Self = True
    2. c3runtime

    Seems you're correct. I think you might be the first person who tried to use sub-entities with self-draw mode.

    7-28-2020

    • Added support for self-drawing sub-entities

    Eventually, it'd be nice to update the importer to do this automatically, but I'm afraid I don't have time to do it at the moment. Updating the importer code is a bit complex. In any case, to make sub-entities work you have to take a couple of manual steps.

    First import the same file again. C3 has a weird bug where if you just right click the object type and clone it, it doesn't let you access the properties. Name your second copy something that makes sense (like the name of that sub-entity).

    Then just add an event like this (I labeled the parts to make it easier to decipher):

  • No worries. Just wanted to confirm. Thanks

  • Ashley - Are there any plans to add z-order functions to the plugin sdk?

    I think I found a workaround, but I would rather wait if there are plans so I don't have to deprecate the new conditions and expressions shortly after writing them.

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lucid

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