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Monkey_Balls

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Posts posted by Monkey_Balls

  1. @lucid I believe for the monkey i've kept all the pivots at default, worked only with bones. But I'll surely keep that in mind for future animations, since this method is providing interesting ideas here.

    Have you noticed how I've made the blinking eye? Would you say this method has any issues or it could work better somehow? The use of the "wait" actions feels a little rough, but couldn't think a better way.

    Thanks so much to you and Mike, your attencion has been amazing around my needs =]

  2. Hi @lucid,

    I've stumbled with an issue related with the need posted here.
    I've made the blinking using the override animation and it worked great.

    So I kept on working with the same idea, but it prompts an error with some other sprites.

    I'm attaching a test capx where the "eyes1" sprite has the blinking effect working, but the object "head" has the same logic in a press space event and it gives an error messege.

    I'm suspecting I'm making some mistake, but no idea what it could be.

    Thanks!

    animOverrProblem.capx

  3. Hey lucid,

    I've tried the Override animation as you said, but it only changes the sprite for one frame and return to the first frame.
    Is this how it works? I can work around some solutions to have more blinking time, but not sure if I did something wrong.

    About the smoke, I've tested updating the position at the beggining and end of the script, and it gets delayed all the same.
    But I'm very interested in this sub enteties you've mentioned. I assume its something like having a second entity or scml accompanying the main animation with a sub routine. Please let me know if there is a workaround on spriter for that.

    I've started making the smoke loops inside spriter, changing the sprite every 20 ms or so... but it's a pain in the ass to work like that, and it doesn't get the perfect need ;)

    Thanks so much

  4. Hi Mike,

    I've uploaded a simple test to tinker with this problem.
    https://dl.dropboxusercontent.com/u/72624361/Construct/smokeProblem/index.html

    I've noticed that the pin behaviour (or any kind of update position method) always have this delay when pinned to anything imported from Spriter.
    Any idea how to get around with this delay? I know you suggested a good idea for the eyes problem, but pinning objects inside C2 would be the best solution for other necessities similar to this.

    Pelase help xD
    Thanks so much

  5. Hey man, I've tried playing around with the override functions you've mentioned... I didn't find much content about it, could you point some to me?

    I've tried some things, but no results.
    I've decided to do the blink inside spriter normally.

    However, I've stumbled with another issue that fits in the same title here.
    I have this character (the one of my avatar), and it has a smoke that has it's own animation (about 15 frames).
    I wanted it to follow the head (with locked angle) while having these 15 frames changing in loop independently.

    Is there anyway to have this done inside Spriter without switching the frames one by one every 25 miliseconds or so? Like importing a gif maybe, orsetting a folder as image sequence?
    If not, any tips how I could have this effect on my game? The pinning I've mentioned before almost works, but it behaves with a weird delay.

    Thanks so much for your atention.

  6. Hi there! I'm working on Spriter with Construct 2 for a project, and I was wondering if you can have an animated sprite along with the imported spriter animation on C2.

    Example: I've made a character's animations (walk, jump, etc), and imported it to C2, but I want him to have a blink cycle independently. I've tried to take the imported eye sprite and insert blink animation, but there seems to be no way to make the imported sprite to play other frames. I've also tried to make a sprite inside C2 with the animation, and pin it to the eye object, but it got a weird delayed follow effect.

    Any suggestions?

    Thanks so much.

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