Spriter/C2 update 11/2 bug fix for performance mode

Discussion and feedback on Construct 2

Post » Tue Sep 30, 2014 3:12 pm

oh! I just tested the download and it took a couple of seconds, Glad you got it working anyhow.
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Post » Thu Oct 09, 2014 8:09 pm

@lucid - Hi, i have one question.

Im into this situation: i have several entities for differet buttons, all entities have the same animations https://www.dropbox.com/s/05p5r079zr6ua ... 4.png?dl=0

i have changed the "level1"(entity) - pressed(animation), and i want to change all the rest "pressed" animations for the other entities. I have cloned the pressed animation "pressed_000" but when i drag drop to the other entities it doesnt work, its like i can only dragp/drop in the same entity.

Maybe there is another solution to copy paste that animation into the other entities? i dont want to clone the whole entity because its a lot of objects to change later.

cheers!.
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Post » Thu Oct 09, 2014 8:29 pm

Moving an animation to another entity isn't possible yet. I will add it to the todo list.
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Post » Thu Oct 09, 2014 8:42 pm

@lucid - tx for the response, keep up the hard work, spriter is awesome!

cheers!
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Post » Sat Oct 11, 2014 10:37 am

@lucid
What is the best way to make a character made in Spriter move his head and hand (with gun) to the direction of the mouse/enemy ?

Also, can you send me new links for Essentials Basic Platformer Animated Art Pack, Essentials Game Effects Animated Art Pack and Essentials Adventure Platformer Animated Art Pack ... The links from the purchase page expired.
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Post » Sat Oct 11, 2014 7:08 pm

@TGeorgeMihai, Please email mike@brashmonkey.com with your purchase email, and he'll send you back the links.

The best way is to make the character move the head and hand separately is to wait a little longer until sub-entities are available in the c2 plugin for runtime control.
If you'd rather not, the other way would be to make two separate entities (most easily through copy pasting after making a full character):
Image
If you just need the gun facing in 8 directions or set angles, you can just create the separate animations such as "aiming right", "aiming up". etc, and you're done.

If you create an action point on the leg animation where the torso should be attached, it will make easy to just set the torso location to that point at every tick. When the plugin supports subentities, this entire process will be eliminated and you will just be able to control the sub-entity separately and change animations, set time, etc, and it will automatically be attached for you.


If you want the gun to be able to face in any direction at any angle, it's a little more complicated, but still possible -
create an animation that aims the gun from left to up to right in Spriter in half circle, or full circle, or whatever the full range is, and use the 'set current time' action in c2 with a ratio from 0 to 1 to control the animation:
Image



This would be limited to a still facing in that direction, so it wouldn't be able to animate the gun recoiling through this method at every angle without doing something more. That would require using the plugins 'set second animation' method, and using the animation blend ration instead of the time ratio, which might be more difficult if the range of motion can't be blended smoothly with just two animations.

The plugin will eventually support more advanced features some time after 1.0, such as game time IK controlled through actions in C2, and some unannounced post 1.0 Spriter features which will make stuff like this much simpler.
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Post » Mon Oct 13, 2014 6:26 am

Great update,and how long can we use all the pro features on c2 plugin?
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Post » Mon Oct 13, 2014 1:58 pm

It's been some time since I used Spriter, I am anxiously waiting for the final release before I dive into for good ;)

I was thinking that the finished version should install the corresponding Construct 2 plugin automatically upon Spriter's installation. This way there wont be any confusion upon upcoming updates, each newest version should setup the necessary files in Construct's installation folder and be ready to go.

Also, I am not sure about the current state of .scml & .scon dependencies, but I think that a single file should be needed in order to import & update animations in a project between Spriter & C2. Ideally, saved changes on a Spriter's project should be transferred automatically within C2, and if not automatically, with a simple update or re-import button/right click command.

@lucid , am I way off here? Are those things feasible and if yes, do you agree that they will enhance the user experience with Spriter & C2 ?

Thanks!

PS. The lip sync feature looks very promising!
composer - multimedia artist
www.eli0s.com/en/
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Post » Mon Oct 13, 2014 5:15 pm

@lucid
Thank you, my project is in a very early stage so I can wait until sub-entities are available in C2 plugin.

My game is like Megaman, but with the possibility to aim and shoot in different directions (shoot while standing, walking, jumping, falling, etc), so making a separate animation with at least 3 directions/state wouldn't be the best choice.

Any approximate date when the plugin update will be available ?
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Post » Mon Oct 13, 2014 11:55 pm

@lucid Dove back into Spriter and can really see myself leaning on it pretty heavily in my project.

Question: Is it possible to apply WebGL effects (tint, replace color) to only specific parts of a Spriter Character. For example, I build a character and only want to effect the PNG's that make up his shirt?

Thanks again for building this awesome piece of software.

-Ben
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