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Everything posted by PixelPicoSean

  1. Hi Mike The generated project is broken and can not work with. It shows missing images and use red boxes instead, but the sprite sheet is actually loaded because I can open it from the image list. Images attached: And generated project file is also attached. soldier.zip
  2. I followed the document and tried to clone a project from the "Generate spritesheets for project images". But when I tried to open the generated scml file, it says "The project is missing images". After OK is clicked I found that the sprite sheet is actually loaded by Spriter.
  3. @lucid As far as I know this one does not have the same API of C++/C# runtime, is that the final officially support or you're going to improve it?
  4. Great news, now I can just sit and wait for JavaScript support :D Plz use "scon" file for JavaScript runtime since JSON is better and easier to work with in JavaScript world.
  5. I thought a new update post is out but not yet. PLEASE keep posting updates here even there are no much progress, so that we'll know you DID work on it.
  6. As far as I know there's no PIXI.js runtime for Spriter now :/ Hope things' going to change when they release "general runtime", don't know how long it'll take.
  7. Thank you man, it does work! Finally I can use Spriter without a virtual machine.
  8. Same problem here, resolution is 2560x1600. I think the problem is that gui size is based on pixels and should multiply by 2 or use point unit for retina screen.
  9. You did not install scml plugin into your construct 2, check it out here: https://www.scirra.com/forum/spriter-c2-update-5-25-huge-optimizations_t75748
  10. Hi BrashAdmin, I do understand the way Spriter works, sorry for not checking my post :P Actually the speed of animations counted by FPS does not mean anything to me, in my folk of spriter-impacthttps://github.com/pixelpicosean/Spriter-Impact animation speed is count by seconds. There's an awesome official Construct2 plugin for Spriter, so I've been wandering will you release another pure js implementation framework? Regards, Sean
  11. To me the speed of animations counted by FPS will be much more convenient, from both Spriter side and the engine side. Making animations updated by frame has a lot of limitations such as unable to control slow motion, game looks too fast on good devices and slow like hell on poor ones.
  12. Textareas are too small running on my Retina MacBookPro (OSX 10.9.2). Also app window will move right each time I open project files.
  13. Hi finscn, I read the source code of your app from inspector, sorry for not getting your permission :P My suggest to solve performance issue is using requestAnimationFrame(yourLoopingFunction) instead of setInterval() See more about it here: https://developer.mozilla.org/en-US/docs/Web/API/window.requestAnimationFrame?redirectlocale=en-US&redirectslug=DOM%2Fwindow.requestAnimationFrame
  14. Great app that I like it so much. Just bought a Pro license, thanks for your hard work. But I found a little problem, when the animation is playing, it's impossible to open other project from file dialog. And the OSX version runs a little bit slowly. Thanks any way
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