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Everything posted by hippyman

  1. You're basically on your own with this extension. The developer rarely responds and hasn't updated the repo in 8 months. Somebody is working on a new generic runtime that supports Spriter, Dragonbones and Spine. It's pure GML so it's compatible with every platform and it's being worked on fairly consistently with a developer you can actually get ahold of on the unofficial GM Discord. I highly recommend you check it out. https://github.com/NuxiiGit/GML2DSkeletalAnimation
  2. It's totally okay I'm just super excited to see the new and improved Spriter! I hope I don't come off as too entitled. I know you don't owe me anything. Just really excited.
  3. What the heck is going on with Spriter 2? I know I'm acting a bit entitled but you tease us with that 20 second video and then just go dark for four months with literally nothing on any platform. Is it even kind of close to anything being released? If not then what was the point of even showing that?
  4. I'm currently working on a project where I use the guidelines a lot to line up bone lengths and angles when creating skeletons. As well as lining up animations. But I've gotten to the point where when I duplicate an animation it carries over the guidelines also. Then when I need to put guidelines down for lining up animations I have to manually remove guidelines one-by-one and results in constant tedious clicking and dragging. I can't seem to find a way to clear all guidelines quickly so I was hoping there either is a way to do it and I just couldn't find it or at the very least you might cons
  5. I'm not entirely sure, but since RPG Maker MV is all javascript, couldn't you use the current javascript implementation?
  6. There is no image index with this. I'm not sure what the purpose of this function is, but it's what we have to use to apparently make animation transitions work properly. The documentation is really basic so it's kind of hard to tell what some of these are for.
  7. You need to use spriter_set_time_ratio (or something like that) thats what I did.
  8. Right now the blending is really just smooth transitioning between animations. Are there any plans for implementing blending two animations based on a weight value?
  9. Okay cool after knowing this I managed to get a readout of my skeleton and found the individual IDs of each image that I wanted to color. Thanks for you help Sorry when I was saying use id, I meant to use that where you're using self. But again like I stated, I haven't used boxes or points yet, so I was just assuming from the way the other scripts work.
  10. The object index is asking for index of the object that loaded the spriter model. For object index you generally want to use "id" which is the id of the instance that uses it. I haven't messed with boxes but I'm assuming box name is the name you give it inside Spriter. @GradusGL I'm having issues with one of the functions. spriter_GetObjectInfoName always returns an empty string. I'm trying to change the color only for certain parts of my skeleton object. In this case it's for the hair and eyes. My solution at first was to check the filename but that makes a huge swit
  11. @GradusGL Hey there! I'm currently trying to add something to this for my project. I'm trying to add the ability to change a sprites color during runtime. I added a blend variable to the CGMObjectInfo class and I added setter/getter functions. Then I added the following to the exported functions double spriter_GetObjectInfoBlend(double ModelIndex, double InstanceIndex, double ObjectInfoIndex) { if (!CSpriterGM::GetSingleton()->IsObjectInfoValid(ModelIndex, InstanceIndex, ObjectInfoIndex)) return 0; return CSpriterGM::GetSingleton()->GetSpriterGMModel(ModelIndex).GetInstance
  12. Dude you are my freaking hero. Thank you for adding in bones and IK. You just made GM fun for me again.
  13. That is awesome to hear! They need to swap our member titles. I tried making Spriter work with only GML but ended up pushing it to the side because I was having issues with getting it working, then here you come out of nowhere with this! I'm the newbie, you're the advanced member for sure! Thanks again for making this.
  14. This works great! Is there any way to dynamically change animations at runtime? Like overriding a head bone so it always looks at the mouse.
  15. *Quick note - Sorry for the wall of text. I didn't expect to write this much. It just kind of happened....* Project GMZ file - Download this and import it into Gamemaker Studio if you'd like to see the whole project (be warned, it's a mess right now) Well I think I'm having either an issue with drawing bones or I'm referencing the wrong things because it didn't really change much. I think I need to take another stab at my entity instance object. I know that I have it working up to the point where I find a mainline key from time. After that, things get a little unsure. I pass the ma
  16. Small update.... I'm working on animations finally! Here's a boring GIF Things are moving, but something is terribly wrong! I just need to figure out how to map out the absolute values then we'll be up and running. Any advice on that actually?
  17. Not sure if this has been reported but I'm having an issue when renaming sounds. If you add a sound to an animation and rename it later, it creates two different sound references in the scml file and doesn't rename the soundline for the animation that the sound was previously added to. It looks like even if you remove all of the old named sounds it doesn't remove the old named reference in the files section of the scml. Every time you rename a sound, it creates a new reference. So basically, if I rename a sound 10 times, the scml file will have 10 references pointing to the previously na
  18. Quick question about timelines. Would there ever be a case where timelines will have more than one bone or object in a key? For example <timeline id="18" obj="0" name="bone_groin" object_type="bone"> <key id="0" spin="0"> <bone x="7.594937" y="179.746835" angle="270"/> <bone x="25" y="150" angle="90"/> </key> </timeline> Or is it one bone/object per timeline? EDIT: Another quick question. When the spin variable is omitted from the key does that mean it should be a value of 1? I get really confused when variables are
  19. Sorry if this has been suggested before. I tried to check on the forum but couldn't find anything. But supporting OGG sound files would be really cool since WAV files are usually much larger than OGG (afaik). It would also specifically help me with the GM:S implementation I'm working on since it has a function that supports importing external OGG files. I'm going to be working on a importer for WAV files in the mean time but it would be super helpful
  20. Another huge thanks to you @Mike at BrashMonkey I'll make sure to run through these projects. One of these days it's going to just click. That's how it always works out for me. As long as I stick with it and keep studying the files, I'll figure it out.
  21. Hello?? Is anybody there?? I created a new project and now the SCML file only has bone objects and no sprites. Is grey guy like a really old project or something? It would be extremely helpful if you guys made an updated version of the SCML reference that shows every possible element you can find, since it seems like things that don't exist in a project are omitted from the SCML file. EDIT: On a side note... what would be the possibility of adding in support for OGG sound files? It would save me from having to make an external sound system also.
  22. I'm flip flopping again. I'm going to use SCML files instead of SCON. What are the <frame> elements for in between <obj_info> elements? EDIT: Sorry I should mention that I'm using the free Grey Guy project while working on this framework. Am I just making things more complicated than they need to be? I don't get how everybody else making implementations seems to just get how the SCML files work.
  23. Okay that makes sense. Unfortunately there is no current implementation in Gamemaker Language which is what I'm trying to do. I thought I could try making a DLL with the C++ implementation but I couldn't really wrap my head around it and it would also lock it to Windows. I'm trying to make it completely cross-platform with GML. I don't really understand what the flow should be if that makes any sense at all. My biggest issue I'm having is understanding how the mainline and timelines all work together? Do I even need the mainline? EDIT: I think I
  24. Aaah I see. What does that do? I enabled snapping but didn't really notice a difference other than the keys got all fat in the timeline. The animations didn't really seem to change. That would make sense as that is the file format I'm using to import the data. On a side note, I didn't know you could do that in Spriter. So that's pretty useful! It's taking me forever but I'm not going to give up on it. The people will get their GM:S implementation! I do have some more questions though. Since I'm having troubles wrapping my head around the other fini
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