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Rod_F

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  1. Hey guys, I found a possible solution to the weird graphics on multiple SCML objects on a project. I originally posted this here but noticed the problem was being discussed in this thread too. I was having the same problem with the Spriter plugin for C3. Problem: Having more than one SCML object can sometimes cause that one SCML loads the wrong sprite-sheet. This can sometimes be seen as "weird parts" cropped from the SCML object that is looking OK. This problem is compounded the more SCML objects you add to the mix. Why it happens: Construct 3 automatically generates sprite-sheets of all its graphics for smoother runtime. However, this also includes the images imported for the base sprite-sheet parts of your SCMLs This in turn causes that, since the sprite parts are located on a bigger sprite-sheet created by C3, the position of the image parts are now different. The .scon looks for the image parts and crops them "correctly", however, the parts are now on a bigger and unpredictable sprite-sheet resulting in the issue. How to solve it (for now): Since the problem occurs because C3 finds "spare room" to make a bigger sprite-sheet, then all we have to do is export a bigger, albeit inefficient, sprite-sheet from Spriter. This is done by following the instructions to export the animation from @lucid's post on the C3 forums -here- BUT when generating the sprite-sheet set it to FIXED instead of MAX on the Dimensions section on the bottom left side. This will cheat C3 into considering each SCML sprite-sheet animation as a single sprite-sheet on its own to export. Thus, solving the problem... for now. But won't this cause a huge spike on the size of my game? Not really, if you notice, export both versions of the sprite-sheet (big with fixed 1024 and "max" 1024), and you'll notice they have the same size. The transparent useless space on your file does not add much to the final size of the .png, neither to the .scon file. Hope this helps you all! Did it work for you? Happy Spriting!
  2. Hey guys, I found a possible solution to your problem @Chadori_RebornXD that you, @Mike at BrashMonkey, could find useful too. I was having the same problem with the Spriter plugin for C3. Problem: Having more than one SCML object can sometimes cause that one SCML loads the wrong sprite-sheet. This can sometimes be seen as "weird parts" cropped from the SCML object that is looking OK. This problem is compounded the more SCML objects you add to the mix. Why it happens: Construct 3 automatically generates sprite-sheets of all its graphics for smoother runtime. However, this also includes the images imported for the base sprite-sheet parts of your SCMLs This in turn causes that, since the sprite parts are located on a bigger sprite-sheet created by C3, the position of the image parts are now different. The .scon looks for the image parts and crops them "correctly", however, the parts are now on a bigger and unpredictable sprite-sheet resulting in the issue. How to solve it (for now): Since the problem occurs because C3 finds "spare room" to make a bigger sprite-sheet, then all we have to do is export a bigger, albeit inefficient, sprite-sheet from Spriter. This is done by following the instructions to export the animation from @lucid's post on the C3 forums -here- BUT when generating the sprite-sheet set it to FIXED instead of MAX on the Dimensions section on the bottom left side. This will cheat C3 into considering each SCML sprite-sheet animation as a single sprite-sheet on its own to export. Thus, solving the problem... for now. But won't this cause a huge spike on the size of my game? Not really, if you notice, export both versions of the sprite-sheet (big with fixed 1024 and "max" 1024), and you'll notice they have the same size. The transparent useless space on your file does not add much to the final size of the .png, neither to the .scon file. Hope this helps you all! Did it work for you? Happy Spriting!
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