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ChadoriXD

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  1. Thanks
    ChadoriXD reacted to Mike at BrashMonkey in Spriter Plug-in for construct 3   
    Sorry, he's trying to wrap up the new Spriter 2 alpha build (which got delayed... he's hoping to release it today) and updating the Construct 3 plugin will be his first task once it's out.
  2. Thanks
    ChadoriXD reacted to lucid in Spriter 2 Alpha build 0.0.0.18 features and the current state of the roadmap   
    Hello again everyone! The latest build went up Wednesday afternoon. You can find additional info in the video and changelog below. We've decided to delay bones one more build to get them working better with the other new features introduced in this build. Bones should be working nicely with the new deformation features when the next build is ready in roughly two weeks.

    We're pretty excited about what's up ahead and the state of the roadmap to 1.0. Once the bone build is released, one or two builds later we will reintroduce strokes, now using and interacting with all the new systems and features. The flexibility of all these features working together should allow for some really cool possibilities. After the stroke build, there are just three main 'phases' left until a feature complete beta and 1.0. Well, really more like two and a half.
    The first phase will consist of a bunch of small essential features that will flesh out the program and make it feel complete. These will be all the basic functions like multi-selection, animation management, copy/paste, delete, image/video export, etc. Also, during this phase we will be polishing the user experience, streamlining the workflow, and of course eliminating all the bugs we can find. Each build during this phase should feel like a substantial step toward 1.0.
    The second phase will be implementing the last major 1.0 feature, which will be image swapping. We want image-swapping to feel easy and natural to work with as part of the larger set of deforming features, so it's not as straightforward to implement as it might seem at first. The systems that power the image-swapping will also be a big part of what powers a lot of the post 1.0 features, so this will most likely take more than one build to fully flesh out. When image swapping is ready we will be in feature complete beta. This means the program should have all the functionality of 1.0, though it may still contain bugs or minor usability issues.
    Finally, the last half-phase will be any refactoring maintenance under the hood that still needs to be done. I will also take this opportunity to separate the editor portion and the runtime portion of the save format if that hasn't already been done yet. And of course, again we will squash any major known bugs before we call it 1.0. Upon 1.0 release, we will release the Mac and Linux versions as well. Thanks again everyone for your patience during this long journey. We're nearing the home stretch.


    New 0.0.0.18 features:
     
    Bone features delayed until 0.0.0.19:
     
    0.0.0.18
    Change Log
    Additions
    Added a new pop-up menu item when right-clicking a mesh to choose a deformer for that mesh (pin deformation has been moved here) Added quad patch deformation Added bezier patch deformation Added the ability to add additional child meshes to any deformer (see help for additional information)  
    Changes and Enhancements
    Pin deformation no longer automatically applied to a mesh. It can now be accessed by right clicking a mesh, and accessing the deformer menu Help now supports multiple pages of information  
    Known Issues
    Undo and Redo don't always function correctly with the new features Visual bug when dragging out new images. Sometimes image disappears momentarily Visual bug when first applying a deformer to a new child.  Image sometimes shifts momentarily Double entries for images in z-order Changes to z-order in rigging mode not reflected in animation Occasional visual glitches while editing animations Save and Load not working reliably in all situations Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now. Dragging out more than one of the same images doesn't function correctly. Changelog appears every time you open the software, instead of just the first time you open the new version  
     
     
     
     
  3. Thanks
    ChadoriXD reacted to Mike at BrashMonkey in Spriter Plug-in for construct 3   
    Sorry about the delayed reply. Edgar has it on the top of his to do list and will work on the issue as soon as he can. We'll report back here when there's a new build to try which will hopefully resolve the issue for you. Thanks for your patience.
  4. Sad
    ChadoriXD got a reaction from Geraldml in Construct 3 Runtime Support for the Spriter Plugin.   
    I would also like to inform that the C3 SDK has some interesting features that you might like to use. Those include,
    Editor :: Preview. Draw and Preview plugins on the editor. Potentially can be useful for showing and previewing the initial animation/frame of the Spriter Plugin even while on the editor. Custom Importer :: Drag files to import into Construct 3 and make events, objects, instances, container and families automatically like on Construct 2. Drawing :: The C3 SDK already had drawing features available on the  initial release. So, by now, it is stable enough to be supported. And a few already made use of it. There are probably a lot more. But I recommend you guys checking it out yourselves.
     
    Thank you in advance.
    -Chadori_RebornXD
  5. Thanks
    ChadoriXD reacted to Mike at BrashMonkey in Construct 3 SCML Plugin : Need Updates.   
    I just checked and verified that at the moment collision rectangles are not supported in the C3 Spriter plug-in. It's a high priority to get that fixed, but we can't promise exactly how soon that will happen. 
    I'll report back here as soon as there's a fix or progress towards one.

    Sorry for the inconvenience.

    If you own C2 you might want to keep your project in c@ until we can updated the C3 plugin. That's what I'll be doing with my current couple of projects.
  6. Like
    ChadoriXD got a reaction from Mike at BrashMonkey in Construct 3 SCML Plugin : Need Updates.   
    I just want to close this, as fixed. Thanks.
    Reference: https://www.construct.net/forum/construct-3/general-discussion-7/test-spriter-c3-addon-7-2-upda-130240/page-5?q=scml
  7. Like
    ChadoriXD got a reaction from Mike at BrashMonkey in Construct 3 Runtime Support for the Spriter Plugin.   
    I would also like to inform that the C3 SDK has some interesting features that you might like to use. Those include,
    Editor :: Preview. Draw and Preview plugins on the editor. Potentially can be useful for showing and previewing the initial animation/frame of the Spriter Plugin even while on the editor. Custom Importer :: Drag files to import into Construct 3 and make events, objects, instances, container and families automatically like on Construct 2. Drawing :: The C3 SDK already had drawing features available on the  initial release. So, by now, it is stable enough to be supported. And a few already made use of it. There are probably a lot more. But I recommend you guys checking it out yourselves.
     
    Thank you in advance.
    -Chadori_RebornXD
  8. Thanks
    ChadoriXD reacted to Mike at BrashMonkey in Construct 3 SCML Plugin : Need Updates.   
    Thanks for reporting this. I let Edgar know. Right now h'es trying to finish an important milestone for Spriter 2 (in active development) but I'll make sure to remind him as soon as that milestone is finished.
     
  9. Thanks
    ChadoriXD reacted to Mike at BrashMonkey in Construct 3 SCML Plugin : Need Updates.   
    Sorry for the delay. Edgar is currently tied up with work on Spriter 2 until we can release the next bit of update info for it. We'll be setting up a C3 subscription shortly for testing and development once Edgar's hands aren't so full. Hopefully it won't be too much longer.
    Thanks as always for your patience and support.
  10. Like
    ChadoriXD got a reaction from AlbertMen in Bounding Boxes are ignored when rescaling   
    Hello Brashmonkey Team,

    I have a little bug I've encountered that needs attention. The bounding boxes are ignored or not rescaled after resizing the entire project.
    That's all. Thanks.

    -Chadori_RebornXD
  11. Confused
    ChadoriXD got a reaction from Solomonmova in Bounding Boxes are ignored when rescaling   
    Hello Brashmonkey Team,

    I have a little bug I've encountered that needs attention. The bounding boxes are ignored or not rescaled after resizing the entire project.
    That's all. Thanks.

    -Chadori_RebornXD
  12. Thanks
    ChadoriXD reacted to Mike at BrashMonkey in Bounding Boxes are ignored when rescaling   
    You mean the cropping settings for the animations?  It is indeed possible that that was overlooked when the creating scaled project feature was created. (I can't test it atm). Worst case scenario you'll have to makes Spriter recalculate it for each animation manually.
    I'll mention this to Edgar (Spriter's programmer) After testing tomorrow.
    Sorry for the inconvenience
  13. Like
    ChadoriXD reacted to Mike at BrashMonkey in Spriter Rotation Bug!   
    Select the object you want a keyframe for and then click "key selected" near the top right of the timeline bar.
  14. Like
    ChadoriXD reacted to Mike at BrashMonkey in Any efficient way to make animations to video?   
    Spriter has guide lines like Photoshop does.. if you left click and drag out from the Rulers on the side of the canvas. That can be handy.
  15. Like
    ChadoriXD reacted to Mike at BrashMonkey in Any efficient way to make animations to video?   
    That's just a guide image
  16. Like
    ChadoriXD reacted to Mike at BrashMonkey in Any efficient way to make animations to video?   
    The only method I can think of is to export sequential PNG images then use another program which can automatically combine sequential images into animations.

    I know there are some free programs which can do this if you Google it, but most likely you could do some great stuff with something like After Effects or Vegas Pro.
     
     
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