lucid's Recent Forum Activity

  • Hopefully this isn't yet another exe wrapper that doesn't boost performance. Also, I just read through it quickly, but doesn't it say there's nothing to implement. Don't you just try the test wrapper, and then upload the zip for packaging when you're satisfied?

  • is there a way with the current sdk to change the coordinates for the vertexes of a quad in either canvas or webgl?

  • thanks again everyone. Release coming very soon:

    having some fun with spriter:

    runs much smoother when I'm not screenrecording:

    watch in Original or 1080p please if your PC and Bandwidth can handle it:

    I'm not sure if sprites that huge are a good idea on the web or for c2, but still pretty awesome :)

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  • having some fun with spriter:

    runs much smoother when I'm not screenrecording:

    watch in Original or 1080p please if your PC and Bandwidth can handle it:

  • runs much smoother when I'm not screenrecording:

    watch in Original or 1080p please if your PC and Bandwidth can handle it:

  • I also have no problems running vsync in fullscreen mode.

  • What inkbot said

    also to make it a single action to set and keep it between 1 and 5

    set charselect=clamp(charselect+1,1,5)      

    to go right

    To go left replace the +1 with -1

    To make it cyclical with a single action, make it 0 thru 4 instead of 1 thru 5

    and use charselect=((charselect+5)+1)%4

    For right movement and replace (charselect+5)+1 with (charselect+5)-1 for left movement

  • Thank you everyone for your interest and purchases.

    inkBot - yes, this is a pro only feature called a Character Map. The version of the editor releasing soon will not include all pro features as of yet. All the plugin code is there to support it for the Construct Classic version, and for projects converted from the old spriter, those charmaps will work. It should be less than a month after this release before you start getting the extra pro features in the editor, one at a time. The first one, 'export to PNG', will be available in this release.

    As for charactermaps, your images will be divided into folders (manually on your hard drive. edittime folder management, or a virtual folder management system is on the todo list).   You could have one directory "/Robot Arms" and another one "/Human Arms", containing files with the same names that correspond to eachother. Each character map lets you specify any number of folders, and whether to display the images in that folder normally, don't display them at all, or choose an alternate folder to retrieve the images from when that character map is applied.   This allows for a wide range of uses. You could of course make a total conversion so characters could look completely different with a whole new set of sprites. But you can also make one version of each animation for your character, and have an event such as:

    On SpriterCharacter collision with ClothingFamily

    ----Set SpriterCharacter charmap to ClothingFamily.PVNameOfCharmap

    ----ClothingFamily   : Destroy

    Each charmap could specify folders containing those articles of clothing. So now your character has a hat, or a helmet, or shirt, or armor after touching the powerup, any number of sprites could be added removed. or replaced. All without having to touch the animation(either in the events, or in the editor).   

    There are several planned enhancements on the todo list such as having multiple charactermaps applied at a time, and also, I'd like to add Charmaps that are definable at runtime, so you could basically define a modkit with simple actions that allow the user to choose a different folder to grab the sprites from. This way they could make their own character models, or whichever things you want them to have control over. This feature will probably be available when the C2 plugin arrives.

    Also, eventually I'd like to add granular control like Replace RightArm.png with SomeOtherRightArm.png.

  • I don't think it has to be too complex mathematically, and if you figure how to space apart feedback, it might be doable with a neural network. I had considered making a neural network plugin for CC at one point and there were libraries for it for C++. I wouldn't be surprised if there are JS neural network libraries as well. It's not a magic automatic solution where you tell it to learn to fight and you're done. You'd have to study and experiment to find adequate starting weights for the nodes, how many inputs, etc, but I think that's the simplest approach to memorizing arbitrary patterns.

    Fourier transforms are also supposed to be useful for the simplification and generalization of patterns, but you'd probably need to design alot more of the AI than for the neural network, and Fourier transforms really are computationally expensive.

    Unless you're very interested in AI theory and want to do this for the sake of doing it, it'd be much easier to make fake learning. Program a stupidly hard AI that knows how to counter and dodge everything, and proper timing for effective attacks. Then dumb it down at the beginning of a round or game. Each time the player jump kicks, it increases the probability the AI player will "learn" that it's coming, and begin applying it's jumpkick counterattack behavior, randomizing timing, and mistakes will make it feel more natural. I believe this is how it's done in most fighting games. Even this approach would be timeconsuming, and it's probably the simplest of the three, but not impossible. Just know programming fun AI, even conventional AI will most likely be a long process.

  • hi grestord. I agree. There are a number of other improvements to S I'd like to make, aside from documentation. Since I wrote 's' I've learned alot, and I think I could make something much more accessible the second time around.

    Unfortunately at the moment working fulltime on Spriter so I won't have time to work on any side projects like this for the time being. If you have any specific questions though, I or one of the other S users may be able to help you.

  • When you'll send e-mail for who bought the pre-order version? I had no updates of spriter by more than 6 months...hmm. I joined brashmonkey about 6 months ago in late september, and you should have gotten an alpha test version in mid-november. The beta im discussing here has not released yet, but you should receive an email when that releases.

    If you didn't receieve that november email, and I believe another update or two via email that month, please pm me with your contact information, and I'll forward your information to Mike (Holymonkey), to make sure you (along with the other pre-orderers) are among the first to download the new version.   We've definitely been a little quiet the last 2 months or so, working hard to update the UI from the alpha placeholder UI into what we believe is the most steamlined animation interface for this type of animation. That process took some time, and builds halfway through that process wouldn't have been useful released on a wide scale to either us or the testers.

    Things are about to get very awesome for Spriter, and we fully intend to give you your time and money's worth. Thanks for your patience thus far.

  • Correct, as of now, there is no C2 plugin, and there will not be for this initial release. Also, tweening is not fully supported as of yet within the editor.

    For the testing purposes above I was using a proof of concept version of the plugin that performs all the necessary xml-reading, drawing, and math, but has no actions/expressions/conditions.

    With the upcoming version, you can still export to PNG to create traditional sprites, and the files you create now will still be useable when the C2 plugin comes out.

    Also, as stated in the other thread, anyone who purchases now, or anytime before the official release of the C2 plugin - will receive the C2 plugin for free when it is released.

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lucid

Member since 16 Jan, 2009

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