Spriter/C2 12/26 bug fixes

Discussion and feedback on Construct 2

Post » Sat Nov 10, 2012 5:19 am

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How do I import my Spriter project into Construct 2?

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Spriter RPG Heroes Art Essentials Pack now ready for download Spriter Pro owners!


Recent Plugin Changes:
    12/26/2016
    • Fixed a bug that would cause a javascript error when using the transitional oldstyle version of the plugin (doesn't apply to most. If you have no idea what this means, it probably didn't/won't affect you)
    • Fixed a bug that would cause a javascript error when attempting to start a layout where scml objects had no scon or scml file set.

    12/22/2016
    • Fixed a bug that caused multiple instances to each send an ajax request for the same file until the first one was complete. This was bypassing an important optimization and the fix should result in less downloading and faster initial startup for games that have multiple instances of the same object

    12/16/2016
    • added 'Set ignore global time scale' action.
    • overrides now work even when animation is paused.
    • fixed bug where overrides wouldn't work on sprites in self draw mode.
    • fixed bug where overrides wouldn't work properly during animation blends.
    • fixed a bug where image overrides wouldn't work in several situations.
    • fixed a bug where metadata wouldn't work after a layout restart.
    • fixed a bug where sounds and events would trigger every tick between instant keyframes.
    • fixed several issues with bounding boxes when resized and flipped.
    • added BBoxLeft, BBoxRight, BBoxTop, BBoxBottom expressions to retrieve the edges of the bounding box like default C2 sprites.
    • fixed a bug that would cause hybrid performance mode (self drawing, with some separate objects like collision boxes) to perform much more slowly than performance mode
    • fixed a bug that was preventing certain performance mode optimizations from working in some circumstances

    11/2/2016
    • Fixed a bug where default pivot points weren't working with the new self-drawing/performance mode

    10/24/2016
    • Changed the behavior of blends from nonlooping animations to behave more intuitively.
    • Changed behavior of 'on initialized' condition to trigger if the object fetches information already initialized in a previous layout. (to allow actions to be easily used in on initialization events)
    • Added "nickname" property. This feature is to make it possible to differentiate different scml object types (and individual instances if desired) in the layout editor in C2. The scml object now shows the filename in the square inside the layout. If you have something inside the nickname property it will display that instead.

    8/31/2016
    • Direct drawing mode can now use bounding box data created in Spriter.
    • Added animationLength and speedRatio expressions
    • Fixed a bug where mirror and flip actions wouldn't apply while animations were paused

    7/9/2016
    • Fixed a bug where using Set Entity and setting to the same entity and animation would cause the animation to restart

    6/23/2016
    • Fixed bug where scaled animations didn't display correctly using the new direct drawing mode
    • Fixed a bug where the key expression would cause an error
    • Fixed a bug where mainline keys with instant speed curves were improperly propagating their instant curves to individual object keys
    • Fixed a bug where character maps with hidden images weren't hiding the images in direct drawing mode

    5/25/2016
    EDIT: If your project was created with an older version of the plugin, and you want to continue to use the old mode for the plugin, you will get an error when you launch C2. Please download this version of the plugin if you don't plan to convert your project to the new mode. I am checking into whether there is a way to get the edittime to load without errors even without converting, and if I can find a way, I will update the plugin accordingly.

    2/22/2016
    • Added Set C2 Object To Spriter Object action to pin C2 Objects to Spriter objects (points, boxes, bones, sprites, points, sub-entities)
Last edited by lucid on Mon Dec 26, 2016 8:56 pm, edited 197 times in total.
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Post » Sat Nov 10, 2012 10:22 am

Looking good!

You may want to fix your signature, though, the URL is wrong.
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Post » Sat Nov 10, 2012 3:30 pm

So awesome lucid! Keep em commin!
My professional Royalty Free Music at Scirra Assets Store
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Specs: i5 2500, 16gb of ram, gtx 770, win 7, Focusrite Scarlett 8i6, Mackie mr8mk2, Alesis 320, browsing the net on chrome.
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Post » Sat Nov 10, 2012 10:09 pm

AWESOME! I have been waiting for this for so long. This will increase my game building productivity by tenfold!
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Post » Sat Nov 10, 2012 11:13 pm

Looks good so far. Just need to start learning how to use Spriter.
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Post » Sun Nov 11, 2012 2:52 pm

Surely looks fancy !
But that would be nice if the object would automaticaly imported into a subfolder of the objects folder , You know ... So much objects !
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Post » Sun Nov 11, 2012 4:00 pm

That's really interesting.
I hope will be implemented in next C2 release :)
Enlik Tjioe
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Technology, Travelling, and Video Games Enthusiast
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Post » Mon Nov 12, 2012 4:48 am

[QUOTE=Whiteclaws] Surely looks fancy !
But that would be nice if the object would automaticaly imported into a subfolder of the objects folder , You know ... So much objects ![/QUOTE]
something like that is planned as well.
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Post » Mon Nov 12, 2012 3:17 pm

I'm really looking forward to this. I did a quick test of Spriter and it's a great program. One question though, is it planned to do keyframes per object like other animation programs? It makes it difficult to animate if setting a key on the hand creates a keyframe on every other object.
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Post » Mon Nov 12, 2012 6:59 pm

yes uberlou, that's near the top of the todo list, and will be coming thing month.
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