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

Discussion and feedback on Construct 2

Post » Thu Feb 14, 2013 11:05 pm

@plauk, if you verify the named-ness of all the objects, and it still doesn't work, please send me the project at lucid@brashmonkey.com, and I'll take a look.

Also, note, all objects on all animations must be named. If you want an object to use the same c2 sprite object across animations, give it the same name in all animations.

Once again, when the next version of Spriter releases this will all be automated, and you'll only have to change names if you don't want the default name, or if you want to avoid using the same c2 object across animations for some reasonlucid2013-02-14 23:05:15
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Post » Sat Feb 16, 2013 1:54 am

update 2/15:   fixed a bug introduced with bone support that positioned unboned sprites incorrectly when scale ratio was changed from 1.0lucid2013-02-16 01:55:17
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Post » Sat Feb 16, 2013 4:09 am

Awesome :) take it easy on your arm :)

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Post » Sat Feb 16, 2013 1:53 pm

found a problem loading bones that won't be fixed until the next version of Spriter releases. Working hard to make that as soon as possible. Sorry for the inconvenience/false start
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Post » Sat Feb 16, 2013 10:50 pm

Hey @lucid I didn't have a chance to play with C2 plugin yet but I did play with spriter and I must say I'm really impressed and interested in buying it.

I have a couple question about animations in C2 with spriter plugin.
How do they animate in C2? As far as I can understand now plugin is something like a reader - it reads informations made and saved from Spriter and loads that into C2. So all animations made in Spriter like move, jump etc. can be accessed and run directly from C2.

but how it looks with IK animations? Can they be accessed in C2?
To let say arm (set up in spriter) following the mouse using IK and bones?

Oviously I'm not talking about current plugin, but something in the future releases.
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Post » Sun Feb 17, 2013 1:28 am

also of note is that the plugin uses individual sprite objects so you can do things to individual parts like apply properties or effects

and yes, I was already planning the IK thing
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Post » Sun Feb 17, 2013 3:56 am

@lucid the Next version of Spriter will be the Beta or Final? Current version is still A4 right? That is what I am currently working with. Still not using Bones yet, but as long as I place my rotation points correctly, I haven't had a huge need for bones yet. Then again I am keeping my animations simple at this point, walk/run etc...
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Post » Sun Feb 17, 2013 3:58 am

[QUOTE=lucid] also of note is that the plugin uses individual sprite objects so you can do things to individual parts like apply properties or effects

and yes, I was already planning the IK thing[/QUOTE]

The answer I've been waiting for.
Thanks
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Post » Tue Feb 19, 2013 12:30 am

When I use the "On animation finished" condition, it doesn't seem to run the events I set it to run afterward :\
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Post » Tue Feb 19, 2013 12:38 am

thanks for the bug report yaomon17. Will get to it as soon as I can. Apparently, it doesn't work for the starting animation, unless you manually add an action to start an animation by name.

so, if the starting animation by default is "idle"

-on "idle" finished

unless you actually add the 'set animation to "idle"' action. let me know if that works for you, and I'll put a fix so it works with the default starting animation soon.lucid2013-02-19 00:38:23
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