Spriter/C2 - (9-16-2019 - bug fix)

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  • lucid

    It seems that Spriter animations doesn't export from C2 to exe with node-webkit.

    Small question. Any idea how I could replace my high resolution images with lower resolution images by stretching them to match the size and use the same animations? I tried to edit the Spriter file in notepad by updating new dimensions for my pictures, but nothing changed. In Construct 2 I also tried to scale the images to match their original size, but that didn't help.

  • Same result here as Nemo, doesn't work in root or in the cocoonJS android app... its still awesome though.

    Also, Just bought a pre-order :) keep up the good work!

  • thanks nemo and wookalar,

    I'll have more time to look into this after the very late upcoming update. For anyone interested in the upcoming update, here's the latest information, and screenshots:

  • looks great, thanks for the updates!

  • Hello Lucid,

    I am purchasing Spriter Pro (Pre-Order) now. After seeing all it can do, etc... I wish I had been looking at this stuff last year and could have participated in the Kickstarter for this. You guys rock, great tool to really bring professional level animation systems to HTML5 based games.

    I wanted to check with you on a question as well if you get a chance, do you guys have any metrics on resource saving on spriter animations vs. sprite sheets? For example using the jungle platformer sprite sheets as opposed to cutting the character into their composit parts and doing the same loops via spriter. I would love to see the per difference and project size savings along with the resource usage stats if at all possible.

    I have 5 games currently in the pipeline and using Spriter for them will make a world of difference in the animations, I just need to be able to plan accordingly for the resource usage so I can better choose how many objects, sprites, etc... I should have in any one scene...

  • Just as a side-note, I did end up solving the previous problem with stuff leftover from previous animations. Anything that would have been a new object, I just make it a frame change of a previous object. Ah well, no biggie.

  • Hello BluePhaze,

    the closest thing I have to hard numbers were these estimations from the Kickstarter video. I checked the vram of the exported pngs using frame by frame animations to that of the Spriter based animation, and multiplied to get the higher frame numbers:

    I didn't use a benchmarking beyond simple vram queries, and it's probably a little more complicated to get an accurate number than just multiplying, but the basic idea stands.

    The best way I can explain it is visually. Here's a spritesheet: (<img src="https://dl.dropbox.com/u/1013446/Spriter%20Releases/qrbcjcoc2.bmp" border="0">

    (original link: http://www.fabiobiondi.com/blog/2012/08/createjs-zoe-create-spritesheets-in-adobe-flash-for-easeljs/)

    look at the spritesheet as the cost of vram. In Spriter, you could recreate the same animation from roughly this amount of vram:

    <img src="https://dl.dropbox.com/u/1013446/Spriter%20Releases/qrbcjcoc.bmp" border="0">

    With traditional sprite sheets, if you wanted to make the animation twice as smooth, you would have to double the size of the spritesheet, which would take up roughly twice as much vram. With Spriter, it can tween as many frames as the engine can handle in realtime(usually over 60 on any recent device) while still using the same amount of vram.

    You could of course add variations of body parts for different facial expressions or turning the head, and make a much more complex character, animating at 60 frames per second, and still use less vram.

    It comes at the cost of a little cpu power, and some ram to hold the animation info, but vram is usually in very short supply in 2d games, while cpu power and system ram aren't. This is why games animated with modular animation like Odin Sphere and An Elysian Tail can have such large and smoothly animated characters.

  • <img src="https://dl.dropbox.com/u/1013446/Spriter%20Releases/qrbcjcoc.bmp" border="0" />

    Seriously???

  • for this particular animation/character yes,

    because all the frames are made up of those parts. But even in a more complex character, the vram savings are just as massive

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  • This Spriter looks amazing!.one question,will a game using the plugin,be allowed submission to the Scirra arcade?...Thanks.

  • Thanks for the comparison Lucid. As others have mentioned, will the use of Spriter based animations cause any issues with exporting to various platforms? Windows, Windows Phone, iPhone, Android, etc...? Or using frameworks like CocoonJS or PhoneGap?

    This would severely limit it's usefulness for game development... My assumption is that it shouldn't limit the export as the necessary libraries, etc... would be packaged as part of the game files...

  • This Spriter looks amazing!.one question,will a game using the plugin,be allowed submission to the Scirra arcade?...Thanks.

    I haven't discussed the arcade itself with Ashley, but once the plugin is further along and it's fully integrated with C2 and stable, it will be packaged with C2. At that point I'm assuming submission would be allowed.

    will the use of Spriter based animations cause any issues with exporting to various platforms? Windows, Windows Phone, iPhone, Android, etc...? Or using frameworks like CocoonJS or PhoneGap?

    Unfortunately, I haven't had much time to research or tinker with C2 as far as CocoonJS or PhoneGap yet, but Spriter plugin is essentially an object that acts as a complex behavior on several other objects. I don't see why it shouldn't be possible to make it work, if the built-in C2 objects work.

  • Thanks for the info Lucid! I bought Spriter Pro, can't wait for it to release. I did want to ask as well though, any chance the early versions of the base artpacks are available for those who have purchased? One of the games I am working on would benefit greatly from the character templates used in the Hyper Siblings demo. They are just about the same dimensions proportionally that my characters are and some of their parts would make great templates for creating our own pieces for the animations.

  • I hope the integrated C2 feature comes before Spriter Pro is released.

    I'm going to see if I want to buy it depending on how easy I can use my spriter animations in C2, because I tried the plugin a few days ago, and I really think it's too impractical to use in a game this way!

  • Any idea when we could get our hands on the updated version, Lucid?

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