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rainbox

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  1. Like
    rainbox got a reaction from DarrenOl in Quick questions - Guides and Sounds   
    Hello, two quick questions:
     
    1) How do I clear guides I've used in Spriter? The blue lines I've pulled from the side rulers, I mean.
     
    2) When exporting to Construct 2, is there any way to get the sounds I've put in as well? Or do I have to manually apply them in the C2 engine?
     
    Thanks!
  2. Like
    rainbox reacted to Mike at BrashMonkey in Quick questions - Guides and Sounds   
    And here is the video I promised:
     

     
    cheers,
    Mike at BrashMonkey.
  3. Like
    rainbox reacted to Mike at BrashMonkey in Quick questions - Guides and Sounds   
    Hi rainbox,
     
    1) Just left click and drag them back to the ruler.
     
     
    2) They will automatically attempt to import along with the images. One event must be manually added to your event sheet for the sounds to play in your game, BUT there is currently a bug in the Spriter plug-in preventing the sounds playback from working. This will hopefully be fixed within the next week or two, so I suggest you work without sound for now and once the bug is fixed you'll just have to add one event and then all the sounds in your animation will appear.  I'll make a quick tutorial video showing how to make this sound triggering event in C2 for Spriter animations once this bug is fixed.
     
    Cheers,
    Mike at BrashMonkey
  4. Like
    rainbox got a reaction from DarrenOl in Spriter design question in Construct2   
    Hello! Love Spriter. I have a quick design/C2 question.
     
    Right now I have all my sprites/animations in one SCML file. That one file has my character, items, and backgrounds as different entities. If my sprite count gets very big though, does it matter if I'm still only using one SCML file for everything? Or is it better to create multiple SCML files and separate categories of sprites into them (like one for characters, one for items, etc.) and just create each when needed? I'm just wondering how it works from workflow/computer resources put of view.
     
    Thanks :)
  5. Like
    rainbox got a reaction from Stephensax in Spriter design question in Construct2   
    Hello! Love Spriter. I have a quick design/C2 question.
     
    Right now I have all my sprites/animations in one SCML file. That one file has my character, items, and backgrounds as different entities. If my sprite count gets very big though, does it matter if I'm still only using one SCML file for everything? Or is it better to create multiple SCML files and separate categories of sprites into them (like one for characters, one for items, etc.) and just create each when needed? I'm just wondering how it works from workflow/computer resources put of view.
     
    Thanks :)
  6. Like
    rainbox got a reaction from AlisaMesy in Spriter design question in Construct2   
    Hello! Love Spriter. I have a quick design/C2 question.
     
    Right now I have all my sprites/animations in one SCML file. That one file has my character, items, and backgrounds as different entities. If my sprite count gets very big though, does it matter if I'm still only using one SCML file for everything? Or is it better to create multiple SCML files and separate categories of sprites into them (like one for characters, one for items, etc.) and just create each when needed? I'm just wondering how it works from workflow/computer resources put of view.
     
    Thanks :)
  7. Like
    rainbox got a reaction from Dryynrins in Spriter design question in Construct2   
    Hello! Love Spriter. I have a quick design/C2 question.
     
    Right now I have all my sprites/animations in one SCML file. That one file has my character, items, and backgrounds as different entities. If my sprite count gets very big though, does it matter if I'm still only using one SCML file for everything? Or is it better to create multiple SCML files and separate categories of sprites into them (like one for characters, one for items, etc.) and just create each when needed? I'm just wondering how it works from workflow/computer resources put of view.
     
    Thanks :)
  8. Like
    rainbox got a reaction from BrandenMaw in Spriter design question in Construct2   
    Hello! Love Spriter. I have a quick design/C2 question.
     
    Right now I have all my sprites/animations in one SCML file. That one file has my character, items, and backgrounds as different entities. If my sprite count gets very big though, does it matter if I'm still only using one SCML file for everything? Or is it better to create multiple SCML files and separate categories of sprites into them (like one for characters, one for items, etc.) and just create each when needed? I'm just wondering how it works from workflow/computer resources put of view.
     
    Thanks :)
  9. Like
    rainbox got a reaction from Ddyrinsyk in New sprite throwing off curve   
    I have a character that I animated with bones that floats up and down. Midway, I want it to fade into a blurrier version of the sprites. So I was planning to overlap the character with the blurry sprites, attach them to the existing bones, and then animate the opacity to make them fade in/out.
     
    However, whenever I put in one of these new blurry sprites and keyframe it, it throws off the bezier curve for the entire project. Am I doing this incorrectly? I can provide my Spriter file if needed.
  10. Like
    rainbox got a reaction from Asuqytrau in New sprite throwing off curve   
    I have a character that I animated with bones that floats up and down. Midway, I want it to fade into a blurrier version of the sprites. So I was planning to overlap the character with the blurry sprites, attach them to the existing bones, and then animate the opacity to make them fade in/out.
     
    However, whenever I put in one of these new blurry sprites and keyframe it, it throws off the bezier curve for the entire project. Am I doing this incorrectly? I can provide my Spriter file if needed.
  11. Like
    rainbox got a reaction from Arrgincey in Spriter design question in Construct2   
    Hello! Love Spriter. I have a quick design/C2 question.
     
    Right now I have all my sprites/animations in one SCML file. That one file has my character, items, and backgrounds as different entities. If my sprite count gets very big though, does it matter if I'm still only using one SCML file for everything? Or is it better to create multiple SCML files and separate categories of sprites into them (like one for characters, one for items, etc.) and just create each when needed? I'm just wondering how it works from workflow/computer resources put of view.
     
    Thanks :)
  12. Like
    rainbox got a reaction from Arrgincey in New sprite throwing off curve   
    I have a character that I animated with bones that floats up and down. Midway, I want it to fade into a blurrier version of the sprites. So I was planning to overlap the character with the blurry sprites, attach them to the existing bones, and then animate the opacity to make them fade in/out.
     
    However, whenever I put in one of these new blurry sprites and keyframe it, it throws off the bezier curve for the entire project. Am I doing this incorrectly? I can provide my Spriter file if needed.
  13. Like
    rainbox reacted to lucid in Spriter design question in Construct2   
    It's probably best for workflow and resources that you use separate scml for separate types of things.  The C2 implementation creates all the actual sprite objects used to create the characters, so you will be using a lot of additional resources if everything is in one huge file.  This also makes it easier to have different logic for different items and enemies, since they'll already be separate objects with separate names.
  14. Like
    rainbox got a reaction from Ddyrinsyk in Spriter design question in Construct2   
    Hello! Love Spriter. I have a quick design/C2 question.
     
    Right now I have all my sprites/animations in one SCML file. That one file has my character, items, and backgrounds as different entities. If my sprite count gets very big though, does it matter if I'm still only using one SCML file for everything? Or is it better to create multiple SCML files and separate categories of sprites into them (like one for characters, one for items, etc.) and just create each when needed? I'm just wondering how it works from workflow/computer resources put of view.
     
    Thanks :)
  15. Like
    rainbox got a reaction from UElabeal in Spriter design question in Construct2   
    Hello! Love Spriter. I have a quick design/C2 question.
     
    Right now I have all my sprites/animations in one SCML file. That one file has my character, items, and backgrounds as different entities. If my sprite count gets very big though, does it matter if I'm still only using one SCML file for everything? Or is it better to create multiple SCML files and separate categories of sprites into them (like one for characters, one for items, etc.) and just create each when needed? I'm just wondering how it works from workflow/computer resources put of view.
     
    Thanks :)
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