- Fixed a bug where in certain situations animated variables would return the incorrect value.
Badmiracle wrote: The issue: it seems like the position of the Eyes lags a bit behind the characters movements.. (the position doesn't stay locked as the player moves) in addition to that the Z-Order seems to be an issue, as I can only place the Eyes above the entire character, or below the entire character (the Eyes need to be in-between - behind the helmet but above the face)... so I was wondering if there was a better way?
Also I am not sure if this is an issue with Spriter or not but adjusting the Z-Order of any non-spriter objects in-between my Spriter objects "sub-"objects doesn't seem to work.
Any help is always appreciated. Thanks.
Sethmaster wrote:It's seems that all active animations and charactermaps of existing Spriter objects in Construct 2 are not saved when the save function is used.
What happen is that all the charactermaps are removed and the animation defaulted to first animation on the top of the list.
The objects themselves are saved, along with the variables in the objects, just not the both mentioned above.
I can do a workaround easily on my own but I just wish to inform you regarding this issue.
Hi Lucid, I've been reading and I'm just been curious about something and how it relates to C2. I have been looking into the lip sync via papagayo and Spriter's support for it - I'm just curious how it might be practically applied. Does each line of dialogue that you want to sync have to be created within the Spriter editor and then exported as individual animations, like you would have a walk cycle, idle, jumping etc... would you be calling say, 'anim_dialogue_134' etc and potentially having hundreds or thousands of individual lines explicitly created like that?
Does each 'speaking' animation work explicitly, i.e. would your character be stood potentially motionless, idle etc, could you have your character speaking random lines while running, jumping, shooting etc and have them in sync - or would you have to say, export a separate head object and somehow bind them together in C2?
Sorry this is all speculation for the moment, like I said I'm just curious as to how it would be implemented and how well it's supported currently.