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Everything posted by Bisoux

  1. Hi everyone, We’ve been working on an indie game project called Initiation for the past few months. Currently in development for a released on PC, it’s a 2D platformer game. We’re using Spriter for all characters animations. We’re currently working on creating a stable build for the demo but you can get a glimpse of what we’ve been doing in this trailer video: Since we’re here to talk about animations, here’s a showcase of our main characters animations: Walk to run to walk again Jump Climbing stuff Falling a little too fast There another creature we’ve been working on: (Thanks to Bwwd for his advices, you’re a great guy If you want to know a little bit more about our game, you can check the official website: http://initiationthegame.com We’d love to get feedbacks from you so don’t hesitate to tell us what you think about all of this. We hope to talk to you soon.
  2. Bisoux

    Animation work

    Hey guys, I'm working with Tibro on a 2D plateformer. Since I know he doesn't feel like his animations are good enough to be shown. As a good friend 'll do it for him Here's a link to video showing his work: Video Tell him honestly what you think. I'm sure it'll be a good experience.
  3. Hi guys, I've created an asset a few days ago. Something that's helping me a lot with my game development. It's an asset that can automatically replace all clips in an animator so you don't have to replace them one by one each time you import your scml. Also events and curves are transfered. Changes in durations clips are taken into account. If like me you are changing your animations again and again. Check it out, I'm sure it'll help you. It's a pretty good complement to SpriterToUnity I've made a youtube video to explain all that : Video And here's the link to the asset store if you're interested: Asset store Thanks for listening.
  4. Sure. You could do it like this. // Update is called once per frame void Update () { float velocityX = Input.GetAxis ("Horizontal"); if (velocityX >0 && !facingRight) { // ... the player. FlipHorizontaly (); } // Otherwise if the input is moving the player left and the player is facing right... else { if (velocityX <0 && facingRight) { // ... FlipHorizontaly the player. FlipHorizontaly (); } } }
  5. /** * Flip the player horizontaly **/ public void FlipHorizontaly () { // Switch the way the player is labelled as facing. facingRight = !facingRight; // Multiply the player's x local scale by -1. Vector3 theScale = transform.localScale; theScale.x *= -1; transform.localScale = theScale; } There you go
  6. Thanks. We got the key and it works perfectly fine with the 6.2 version.
  7. Hi dengar! I'll try your mecanism update on the SpriterDotNet package. Looks perfect for what we're doing. I'll get back to you very soon. EDIT: Not quite good yet. I get some weird results when using this. Still needs a little bit of work
  8. Awesome man. Will try that tomorrow morning. i'll get back to you when it's done EDIT: We don't have any spriter Pro key at the moment. We've just asked for it by email. In the meantime, we can't download the raph project. It says that the page isn't available for my account.
  9. Hi bwwd and thanks for your answer. Looks like we're doing the same thing while using this feature. So it might be something link to the environment. I'll link a video to this post so you can see exactly what we're doing. Could you give your openGL version and tell us if you're in 32 or 64 bits? We're currently in 4.4 openGL and 64 bits 7 Pro. Link to the video ==> Video
  10. That looks nice. The problem is that Spriter crashes every time we double click on a sprite with the "skin mode" enabled. Even on a brand new project with only one bone and one png EDIT: Searched a little bit and it looks like you found a way around those bugs. Could you do a step by step of on how you make it work? Just really really simple project. Like 2 bones and 2 sprites just to see if we're doing something wrong. Maybe Windows is also the problem. I read somewhere that someone was using Linux. Maybe it was you ^^ Can't remember. I might create a Dual boot and then try again, see if it solve the problem.
  11. Hi guys, I couldn't find something really talking about how to properly prepare your sprites before using Spriter, but I'm sure it'll be very interesting to share knowledge about that subject. Our team has made a lot of progress regarding animations but we can't figure out how to avoid overlapping sprites and/or weird continuity of our character's sprites. So basicly we have a creature that looks like this. And we want to make some kind of smooth tentacle movement. ~~~~ <- like this ^^ But it makes something like that. Either you got hole when you rotate them. Either you have to overlap but it makes that weird bumpy/overlap kind of problem. Not so smooth. Do anyone have an idea about how to get over this problem? We're currently trying to change size as we rotate sprites but that's not really concluding. Thanks guys.
  12. I had the problem a few day ago. I've just put my "order in layer" in unity manually and unchecked "Apply Z order". I believe I've also removed all z position in my sprite's transform. Don't forget to double check that all your character's sprites have the same "Sorting Layer". Hope it helps
  13. Hey Rnd. I had a similar problem the first time I tried importing my scml. I had two depths of folder for my sprites in my spriter project. Like: -> Head -> Body parts -> Hands -> legs Spriter2Unity gave me all my sprites but they were totally misplaced. Maybe you have the same problem?
  14. Had the same problem a few days ago. For some reason the unity package doesn't contain this option. You have to download Spriter2Unity files with github and import them manually. It should make your option appear
  15. Ok Dengar. I'll be pushing the request in a few minutes. Never used it before though. Don't hesitate to double check what I'm sending.
  16. If your animations are nested in your prefab, all you can do is create a new one. Use "Separate Folder" option in Edit/Project Settings/ Spriter2Unity. Then you should be able to manage your animations more freely.
  17. Hey guys, here's the solution I found to solve my problem. Here's what I've done and how to use it. If you are like me and you've created a prefab a long time ago. There is probably a lot of component on it that you don't want to move every time you import new animations. If you're using sprite swaping at runtime. You will eventually encounter somes problems. Same goes if you only import a "some" animation and not all of them every time. See the algorithm in my post up there for better understanding. HOW TO DO IT: The .scml containing a list of your sprites should be placed in the folder with all your other sprites. You can also remove all animations from this file. Just keep folders and sprites. I've added an options in Edit/Project Settings/ Spriter2Unity: You can now give a path to a .scml file. There is a boolean too: True to use the new process and false to use the old one. Keeps you from erasing your path every time you want to change process The new process will change the way the array named "Sprites" in TextureController is filled. It should enable you to create an array that looks exactly like the .scml you've put in the path. This means that sprite's indexes in TC don't depend on what you import but rather ids in your scml. That I believe should never move. All you have to do is keep your scml up to date. TextureController have a new variable called "Folder". This is the folder's id in your scml. It will be used in some processes. Also, if you want to update all TextureController in your prefab, you can use the button in the editor (See picture). Just make sure to instantiate folder in all TextureController. You should have to do that only once. WARNING: It will not change any indexes in your old animations. You should import them all at least once and change them in your animator if you want to use new indexes. FILE : S2USettings.cs S2USettingsEditor.cs ScmlFollower.cs TextureController.cs AnimationBuilder.cs I'm not sure that was really clear. If you have any questions, bugs or comments, just ask. Works fine for me. I hope it will help somebody. Have a good day.
  18. Thanks for the answer Denglar. I figured that out yesterday. I can't seem to find the problem. I'm not that good with C# after all. There is a lot i don't understand in this code. I think I found where you build your array, but I don't know what's wrong and I don't even understand how you define your indexes. case ChangedValues.Sprite: var swapper = child.GetComponent<TextureController> (); if (swapper == null) { //Add a Texture Controller if one doesn't already exist swapper = child.gameObject.AddComponent<TextureController> (); var info = (SpriteInfo)defaultInfo; swapper.Sprites = new[] {Folders [info.folder] [info.file]}; } SetKeys (kvPair.Value, timeLine, ref swapper.Sprites, animation); clip.SetCurve (childPath, typeof(TextureController), "DisplayedSprite", kvPair.Value); break; } We are pretty far for something like: array = something; Edit: Spent my day on it trying to find a solution. It didn't work out. But I learned a lot about List and Dictionnary. So I went back on Denglar's code with my new knowledge and find out what the problem was. Let me explain: Sprites[] in TextureController is set by a function called GetIndexOrAdd(). private int GetIndexOrAdd (ref Sprite[] sprites, Sprite sprite) { var index = ArrayUtility.IndexOf (sprites, sprite); //If the array already contains the sprite, return index if (index < 0) { //Otherwise, add sprite to array, then return index ArrayUtility.Add (ref sprites, sprite); index = ArrayUtility.IndexOf (sprites, sprite); } return index; } This is called when the algorithm is going through every animation while importing the .scml. The index is used during runtime to know which sprite should be displayed. I'm currently importing just the animation I need to put them in my player's prefab animator. The reason is pretty simple, I have more than 80 animations for my character and going through all of the in unity explorer is a pain in the *ss. That's where the problem is coming from. Indexes in the newly imported animations aren't the same as my old Player's Prefab. Plus, I'd like to be able to add new swapping sprites without destroying my prefab containing all my scripts, colliders, etc... This was just an update. I'm gonna work on it tomorrow. I'll send you the solution I came up with. Thank you for reading that boring monologue and I apologize for my grammar mistakes
  19. Thanks @Pixelpoint That's one of the first check I've done. They're all sprites in Unity. Little edit : How did you put my name in blue like this?
  20. Sorry for the double post but I think I found the problem. Looks like when you import the project in unity. The animations are using the TextureController to change sprites. There is an array index that I believe is the one from the sprite's id in the scml. I think the problem is that, the array doesn't have the same index as the ids scml file. Or something close to that. For example, I have this:
  21. Hey guys. I have an issue I'd like to talk about. We have some animations with "sprite swapping". When my character blink for example. Looks like when I import those animations, The TextureCOntroller doesn't follow what we've done in spriter. Even weirder, I have a few animations with no "sprite swapping" that are not taking the default sprite for the animation. Anyone got this kind of problem?
  22. Ok thanks. I didn't have this option for some reason. I tried importing the package but it didn't work either. Then I tried installing the archive from github and it works fine now. Might be something weird with the unity package.
  23. Hi guys, I'm using SpriterToUnity and it works perfectly. I just have a question. Everytime you import in Unity it creates a .prefab with all animation clips inside. Is there a way to extract those animations or to get them separately from the .prefab? Thanks.
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