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eli0s

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Everything posted by eli0s

  1. Hello Mike, Ok, I understand now. Thank you for your quick and detailed explanation! Best regards, Elias
  2. Hello, sorry for reviving this post, I think that my question is relevant to the OP's. Firstly, could you please clarify if entities are now supported within Construct 2..? Because I saw this video tutorial ( ) and in it you say that entities are not supported in C2 and when they will be, the video will be replaced. Yet, from your answer to the OP, it seems like that they are supported now. (?) Secondly, I am trying to create a cut-scene, that take place within an office, in which there are 2 or more characters interacting with the environment. For example, at one point, one character will stand in front of a chair. His body should obscure the chair. But at some point he will sit on the chair, so the chair's front arm should be in-front of him (I have prepared many cutouts for the objects, taking into account this possibility). The interactions are more like z-order rearrangements with people and scene objects. So, finally, the question is: Should I make the room and it's objects one separate entity, and create different entities for each of the characters? If this is possible, I think it will help me a lot to compose complicated movements and interactions within the room! Sorry for the long post, any advice will be very welcomed! Thank you, Elias
  3. Dear lucid hi, I am posting a strange behavior that I am encountering on the skinning functionality. I know it's still in experimental stage but never the less, here I go. I am following the steps shown in this presentation and nothing works as it should.1) When small sized sprites are drawn to the canvas (e.g. 18 x 65), the bone binding is very flinchy, you have to click around the edges of the sprite (especially if is not a blocky texture and has transparency on the edges) for the binding to happen. 2) After that, the supposed segmenting by dragging the arrow isn't working at all! First, the side of which the arrow is appearing is unreliable (sometimes from the left, some times from the right and, even more bizarrely some times along the child bone but with an offset from the mouse cursor that makes it lag behind, thus impossible to click on! If by any chance I manage to segment the sprite, other strange things occur: a) The segment is right on the edge with its vertices overlapping the preexisting ones and the little red (x) as well as the arrow is for ever gone, never to come back on this particular skinned sprite. b) The segment is showing fine but if I click the little red (x) to remove it, the previously segmented part disappears (it's beind cropped off). 3) Finally, if you select and delete everything from the canvas (as you might imagine my frustration made me repeat this process many times) some garbage stuff remain on the Hierarchy and the Z-Order Panels, even though nothing is visible on the canvas. Thank you very much for your support, Elias
  4. Dear Mike hello and thank you for your reply! I never thought using the second field :oops: lucid, thank you for the advise and for the possibility of frame based viewing in the timeline! One little nuisance that I discovered is that if I select the numbers on the second field (by default ~10,00fps) and try to type lets say 24, instead of erasing the digits it adds to the preexisting value the first character and the number that gets inputted is 210.00 (the "4" is ignored). In order to input a new number I must delete or back space the existing ones. On the first field the input behavior works as expected. Now, to more serious stuff :P I can't wait to see a tutorial on how the Metadata works and how can someone implement this functionality within Construct with real word (err gameplay/game design-wise) examples!!! :o Lastly, (I will also report this on the B7 bug thread) I think that something is wrong with the skins functionality, I know it's still in experimental stage but I tried to follow your presentation ( ) and nothing worked as it should.1) When small sized sprites are drawn to the canvas (e.g. 18 x 65), the bone binding is very flinchy, you have to click around the edges of the sprite (especially if is not a blocky texture and has transparency on the edges) for the binding to happen. 2) After that, the supposed segmenting by dragging the arrow isn't working at all! First, the side of which the arrow is appearing is unreliable (sometimes from the left, some times from the right and, even more bizarrely some times along the child bone but with an offset from the mouse cursor that makes it lag behind, thus impossible to click on! If by any chance I manage to segment the sprite, other strange things occur: a) The segment is right on the edge with its vertices overlapping the preexisting ones and the little red (x) as well as the arrow is for ever gone, never to come back on this particular skinned sprite. b) The segment is showing fine but if I click the little red (x) to remove it, the previously segmented part disappears (it's beind cropped off). 3) Finally, if you select and delete everything from the canvas (as you might imagine my frustration made me repeat this process many times) some garbage stuff remain on the Hierarchy and the Z-Order Panels, even though nothing is visible on the canvas. I am sure I troubled you enough already, thanks again and keep up the great work! Elias
  5. Dear lucid, Thank you very much for the new version and the direct support! Concerning the new Ruler Units option of displaying the timeline in snapping frames (which I really dig -thank you again!), could you please clarify how can I divide -let's say one second (1000ms) into exactly 24 snapping frames? My limited intelligence :oops: dictates that I should do a 1000/24 and put the result as a Snapping Interval but this gives an irregular number (41,666...) that can't be set as an interval. If I round the number either up or down, I get an uneven end on the right side of the timeline (forgive my poor explanation, my English are in par with my intelligence :cry: ), so I am a bit confused on how I should approach this new snapping frames option. On the same note and, again forgive me for being so bold to ask, is it possible to add in the final release an option to change the timeline from displaying milliseconds to frames globally? Again, thank you, Elias
  6. Hi eli0s, thanks for the quick reply. I couldn't get it to crash at 20 with your file either, but let's see if the fix I did works for you as well anyway. This isn't the installer, it's just the Spriter.exe. Just go to the current Spriter installation folder (usually at C:\Program Files (x86)\Spriter) and copy the exe in this zip over the one that's already there. Please let me know if that fixes the crash. Thanks again. Dear lucid, Thank you! That did the trick! No more crashes no mater of the rescaling factor or the ms snapping interval! :D
  7. Hello lucid, thank you for your reply! Here is a test file that I was fiddling with: http://www.eli0s.com/Tests/SpriterTimelineRescaleCrash.rar I am running windows 7 64bit sp1. The crash is occurring every time I try to rescale the timeline 21 (<=20) regardless of the snapping interval (I have snapping turned off). Best regards, Elias
  8. Hello, I just bought Spriter in hope of making dynamic and smooth animations with it and use them in Construct 2. I wish to report some things that I believe rest within the bugs category. 1) If I rescale the timeline below 21 (default is 1000) the program crash. Since I can't really wrap my mind in animating with milliseconds, I "convert" the timeline into a more animator-friendly look with 12/24 fps numbering system and then rescale the animation with the stretch option. The 24 scale works ok, 20 and below crash the program. 2) Sometimes, double clicking on some images within my folder structure doesn't open the pivot window, other times it does open but instead of displaying the respective image, it shows a white box with red border which says "missing image". On both cases, when I drag and drop the image to the canvas it shows up just fine. 3) An rm.png was created with in my root folder which is actually the same "missing image" texture that shows up in my description above.
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