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

Discussion and feedback on Construct 2

Post » Tue Nov 11, 2014 4:40 am

@lucid It works on iPad Air :)
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Post » Tue Nov 11, 2014 4:25 pm

Just a heads up everyone. The Scirra Store price has already gone up, but you can still purchase Spriter Pro at the $25 Early Adopter Sale Price directly from our site until midnight (EST) tonight(11/11).

Image

MagicFred wrote:@lucid It works on iPad Air :)

Glad it's working.
Last edited by lucid on Tue Nov 11, 2014 4:34 pm, edited 1 time in total.
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Post » Tue Nov 11, 2014 4:27 pm

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lucid wrote:Just a heads up everyone. The Scirra Store price has already gone up, but you can still purchase Spriter Pro at the $25 Early Adopter Sale Price until midnight (EST) tonight(11/11).


MagicFred wrote:@lucid It works on iPad Air :)

Glad it's working.


Just got it, thanks :)
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Post » Tue Nov 11, 2014 5:37 pm

Fantastic program brought last night and using in my next game. Animation is the one thing that puts me off of 2d games. Saying that i also dislike animating 3D with bones. This is the perfect mix of the uses of bones but for 2D and then making the animation process extremely easy. On top of that the integration into construct 2 really will change the games you'll see being made with construct 2. Also does anyone know how IK's are implemented, i'm only familiar with IK's in 3d and don't see how this will work for 2D.
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Post » Tue Nov 11, 2014 5:54 pm

Gamefreaks1234 wrote:Fantastic program brought last night and using in my next game. Animation is the one thing that puts me off of 2d games. Saying that i also dislike animating 3D with bones. This is the perfect mix of the uses of bones but for 2D and then making the animation process extremely easy. On top of that the integration into construct 2 really will change the games you'll see being made with construct 2. Also does anyone know how IK's are implemented, i'm only familiar with IK's in 3d and don't see how this will work for 2D.

Thank you very much @Gamefreaks1234. IK in Spriter itself is done by selecting one or more bones (in the same chain), and holding shift while changing the bones angle. If you have only one bone selected, it will do 2 bone IK with it's immediate parent. In the Pro version you can also right click on a bone to enable IK locking with it's parent which will hold the tip of the bone in place when you move the skeleton around, like keeping the feet on the ground and dragging down on the torso to make a character crouch, for instance.

In the C2 plugin, there is not currently, but there soon will be the ability to do this in game.
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Post » Tue Nov 11, 2014 8:32 pm

Is v1.0 still dropping today?
Don't lose your work. Backup your game with Dropbox.
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Post » Tue Nov 11, 2014 8:38 pm

TiAm wrote:Is v1.0 still dropping today?

Yes, doing some last minute bug fixes for a couple of reports I got today.
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Post » Tue Nov 11, 2014 10:49 pm

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Been using Spriter sense I the kickstarter. Absolutely love it.

I've been following the youtube video "using spriter files in contrct2." Now, everything is working fine except my character doesn't switch directions with the walk animation. Instead he moon walks when I try and go left. Any idea where I went wrong?
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Post » Tue Nov 11, 2014 11:10 pm

Hi @Hungry. Thank you very much.

Just add an event like
if(sprite.platform.vectorx is greater than 0) <-------depending on the behavior
--- scml.setMirrored=false
if (sprite.platform.vectorx is less than 0)
--- scml.setMirrored=true
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Post » Wed Nov 12, 2014 2:14 am

1.0 release today?
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