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Idiot

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  1. Thank you, Mike. As this is a project for work, I can't send the animations to you. But yes, the assets are used in animations and one workaround that I found was to add an animation and drag every asset into it. This does put them into the new scaled project. I need to test this more to find out if it actually works in all scenarios. Right now it's a pain to add multiple assets to the animation, since you can only drag them one at a time and our project is quite large. EDIT: It didn't work for everything. Some of the assets were still left out from the new project. I've checked the file names and such, but there isn't any consistency in the files that would suggest naming problems. EDIT2: I found out that there were some file extensions missing. That combined with the solution above did the trick. /Idiot
  2. Hello, We've run into a problem with Spriter. Our working assets are quite large and we need to scale the project down for different devices etc. to get the best performance out of them. I've tried the Save as resized project, but it doesn't scale all of the image files. Only some of them are scaled, others are left out of the new project entirely. We have multiple animations in the project, with different assets, only the main character remains the same. So what am I doing wrong here? There aren't really any settings available for the Save as resized-feature so I'm clueless what to do.
  3. Thank you for this implementation, it really is helpful. Only problem I'm having is that my sprite animations don't show correct alphas, actually every object is visible all the time, even though they should not be. Is there some way in Spriter to make my problem go away? I make objects appears as the animations proceed, so this is very important to get working. EDIT: Got it working, it was a problem with updating the globalAlpha on my context.
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