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

Discussion and feedback on Construct 2

Post » Wed Apr 16, 2014 11:25 pm

NRABrazil wrote:@lucid

Taking the opportunity what is the better way to update a .scml file in C2, after changed it in Spriter?

It should just be a matter of dragging the scml file back into C2 after it's been changed. Making sure the scon has been resaved as well. Here's a more detailed explanation:

https://www.scirra.com/tutorials/827/re ... t2-project
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Post » Thu Apr 17, 2014 12:58 am

MAJOR PERFORMANCE BOOST for the Spriter SML/SCON! with the latest plugin! (14-04-2014)
Using Spriter B7: CPU use 7% only for a complex animated object (running animation with about 26 bones,) compared to before (I used Spriter B6.1 and its according plugin) it was around 30% CPU! (And it had less bones too.)
Current test I made was in C2 r163
Equivalent animation in a 20 frames per second version I reworked from scratch (painfully) consumes inside C2 around 5% CPU and around +30Mb image memory, but now with the scml/scon: CPU around 7% and 5.1 mb image memory only! Just wow!
Edit: minification works too, woohoo!
Keep up the awesome work @Brashmonkey, @lucid, @Ashley ! :)
Last edited by KFII on Fri Apr 18, 2014 9:38 am, edited 1 time in total.
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Post » Thu Apr 17, 2014 10:12 pm

Also @lucid
Bug report (i'm using C2 stable r163, Spriter B7, latest plugin 14-04-2014, Win 7 64 bits)
Not sure if this problem was addressed yet or not: there's still the delay in scml object position when it's set to a C2 box sprite every tick (platformer, when the player jumps: if you keep the player box visible then you'll see what I mean, also pinning does the same delay)
Hope it can be fixed, thanks in advance!
: )
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Post » Fri Apr 18, 2014 1:34 pm

Im sorry for a noob question but what about customisation feature? I tried to append character maps but it works only in Spriter in Construct 2 it is not working now. But how did you design the item changing feature in demo?
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Post » Sat Apr 19, 2014 5:05 pm

@Brashmonkey @lucid - I'm still having the problem with spriter attacks flipping AFTER I spawn them. I think I'll probably end up creating a mirrored animation to solve the problem.
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Post » Sun Apr 20, 2014 4:26 am

KFII wrote:Bug report (i'm using C2 stable r163, Spriter B7, latest plugin 14-04-2014, Win 7 64 bits)
Not sure if this problem was addressed yet or not: there's still the delay in scml object position when it's set to a C2 box sprite every tick (platformer, when the player jumps: if you keep the player box visible then you'll see what I mean, also pinning does the same delay)
Hope it can be fixed, thanks in advance! : )

@lucid I have the same problem :(

On PC looks good (is not noticed due to high frame rate), but on my Android tablet the stutter/delay can be seen clearly.

Box sprite (with Platform and ScrollTo behaviors) with Spriter animation attached every frame -> Spriter animation stutters when the player is moving
Spriter Test 1

Spriter animation (with Platform and ScrollTo behaviors) -> The Level/Layout stutters when the player is moving
Spriter Test 2

The same issue appears in real-time demo ...

Also I noticed that the main Spriter object works like a normal object/sprite (with behaviors and stuff). Can you add some features like changeable origin image point (to be at base, not only at center how is now) and the possibility to change its size ? That would help to get rid of the "green box sprite" :D
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Post » Sun Apr 20, 2014 10:54 pm

@TGeorgeMihai

You can change the size of the scml object on the screen easily, make sure you study Brashmonkey's videos: setting scml scale ratio @6:25 in this video:
https://www.youtube.com/watch?v=2yLiMxoUIVs

Now I remember that @lucid addressed a first part of the delay problem by eliminating the delay that existed on the X axis, he did so while working on Spriter B6 or B6.1 I think. But the delay on the Y axis remained, yet one good thing is it is more limited than before.

Now regarding image points, I wonder if it will be possible to use the "points" inside Spriter animation editor, as an alternative to bones (and also hit boxes.)
I am also interested to learn more about image point control for the scml files.
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Post » Mon Apr 21, 2014 2:15 am

@KFII
@lucid

I know about scale ratio. I was referring to the Spriter object itself (@4:30).

Practically I am asking to get rid of the green box sprite helper and use directly the Spriter object for detecting collisions and use of image points. When the character is down, the collision box becomes smaller, example: from 64x128px when the character is standing -> change to 64x64px when the character is down, the scale of the animation remains the same).

I don't know how bad was the delay before but I can clearly see it now on various browsers (Chrome, FireFox, Dolphin, CocoonJS ...) on my Android tablet (QuadCore, 1GB RAM, 1280x800) ... and kind of ruins the fluidity of the game ... I can record a short video if you want more details ;)
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Post » Mon Apr 21, 2014 5:23 pm

Thank you everyone for the continued bug reports and suggestions. I'll be looking into everything, including the lagging one frame behind issue.

TGeorgeMihai wrote:Practically I am asking to get rid of the green box sprite helper and use directly the Spriter object for detecting collisions and use of image points. When the character is down, the collision box becomes smaller, example: from 64x128px when the character is standing -> change to 64x64px when the character is down, the scale of the animation remains the same).

No ETA on this, but it is a planned feature.
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Post » Mon Apr 21, 2014 7:12 pm

@KFII
That's not a BUG. That's just how PIN works. It's also not related to Spriter at all.

An object PINNED only updates after the parent object moves. If the PINNED object get's called update before the parent. Then when the parent moves the PINNED object won't update in the same tick. Instead the PINNED object will be updated the next tick.

As a sample take 4 objects. Pin each one to the next to create a kind of chain. Then have the root parent fall. You will see the results of pinning.

Personally I have plans to make a Plugin called SceneGraph. Which will work in a downward model. So when the parent moves, the system goes down to the children objects and will then do updates based on relative position. but that's not on the list right now.
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