So will this reference implementation handle the issues with 1000s of objects if using multiple instances of the same .scml file? Right now, I am using spriter files for destructible objects and we packed each .scml file with multiple entities and character maps so that we could randomize the obstacles easily. The problem is that with just 12 of these scml files in the layout at once, there are 800+ objects created and performance comes to a crawl for mobile devices. This makes it so that spriter becomes less and less useful for our project even though it makes the best animations and visuals we can produce. Are there any guidelines for how many entities to have per scml file or if there are better ways to handle this setup?
The short version is that you should keep entities in separate files if you don't plan to use the Set Entity action in C2. The version of the plugin that will come after the reference implementation will address the issue of multiple objects being created. This was actually a design decision between Ashley and I to allow control over individual character parts. Now that the plugin has been out for a long time and we've gotten feedback, and seen how often the feature is used versus how often it causes performance issues, it seems these situations are the exception rather than the rule. I'll get into it more once I'm working on the new version of the plugin, but at worst it should be possible to choose all separate objects, or no separate objects (all drawn by the single plugin), but I think it might be possible (will have to think more on it, and discuss with Ashley) to specify in Spriter which objects you want separate and have the importer and plugin only generate separate objects for those and draw the rest itself. The difficult part of that last possibility is drawing several body parts, adding a separate c2 object, and then drawing several body parts on top of those. I have a possible solution, but I'd like to test how well it works.
Elliott wrote:Are there any plans to add ways that Construct can "talk" to Spriter? For example, being able to rotate a characters head towards the cursor would be great.
Yes, I plan to expand in this area quite a bit. I can't get into it now, but again the reference implementation will be the first step to implementing these new features.
We're quite a bit behind schedule, but I say 2015 is a safe bet for both to be in Spriter and the C2 plugin. I'm giving myself quite a bit of leeway here so hopefully closer to mid 2015 than later.
Just to add to @JamesXXXYZ - We've been mucking around with the FID tools in Spriter Pro which seems like it works fine (still tagged as experimental obviously) but when it gets imported in to C2 it kicks up this error:
- Code: Select all
TypeError: tweenedBones[i] is null
http://localhost:50000/Spriter_plugin.js, line 1617 (col 6)
Assuming this is just because the plugin doesn't support the experimental features.
AHHHHH SO LOOKING FORWARD TO IT WORKING!
Correct. The tools will be much more powerful and easier to use once they're complete in Spriter.
I am a start up business and the only employee and manager and co executive of my business and would love to buy construct 2 and your spriter program soon. My company is called Falconsoft Industries, as I intend to make it a company that will one day be the next largest and richest company in game design, but construct 2 is not the only tool I will be working with, for professional reasons such as unity provides 3d design easy for programmers that I will hire one day. Also truefalcon is just my name on development software forums.
There is a community developerd Unity conversion tool that converts Spriter animations to native Unity animations called Spriter2Unity (https://github.com/bonus2113/Spriter2Unity
). The reference implementation will also make it trivial to add Spriter support in any language or on any platform.