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jorge oliveira

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  1. hello there. ok so heres the thing, ive been animating the enemies the old fashioned way, that is rendering the animations to sprites and putting them in construct etc etc. But since ive recently just changed my character to spriter draw self mode and saw that its way faster to work this way, meaning i dont have to export new animations again and again, and it saves me memory, has better performance yada yada, i was wanting to do the same with enemies. so, the problem i now have is...draw self mode, doesnt have any image or frame associated with it, so when i have a bunch of enemies on construct workspace window they all just show as blue almost transparent boxes, and i cant visually figure out what the hell they are xD, unless i click on it of course... so what i mean is, its working fine...but its a bit of a hassle on your workflow when you cant visually see what your working with. Is there some way around this ? even manually assigning a sprite to it would be fine. pic for ref. https://ibb.co/vY1FJKx Also on a spriter´s object action window in construct, there is no condition for checking collisions( at least in draw self mode), why is this ? the object does make collision boxes when its created, but i cant check them directly. meaning for EX: i can check the floor´s collision with the spriter object just fine, but i cant check the spriter object collision with the floor. i hope this makes sense. anyways, spriter is a great software i love it, saves me a bunch of time and its quick and easy to use .when is spriter 2 coming out ? will it have construct 3 support ? it dammmn better xD cant wait.
  2. yeah , i am using the draw self mode, for performance reasons, the game is meant for pc, do you think performance would take a hit if i changed to that mode ?
  3. thanks for the reply haha yes, thats what im doing right now and i can change the weapons in construct without the need to add them to spriter, and it works fine, except... if i have deformations in the animation width or height or even just flipping the image in spriter, it wont translate to construct...if i could select the spriter object´s height and width in construct it might work, but there only seems to be an option for scale ratio ...so basically it works fine for position and angle, but nothing else... anyways if it doesn´t work it doesn´t work, ill just have to compromise, but hey since you guys are working on spriter 2 maybe add those options, to manipulate an individual object´s height and width, and also adding that movie clip ability for looping a sub-entitie´s animation automatically heheh
  4. hi there, new here. short backstory, im working on a metroidvania like platformer, i was making my animations frame by frame in another software with bones and "exporting" the pngs to construct 3, but ive recently (stupid me) seen that you dont have to do any of that with spriter , it saves you time, space and maybe even performance. my character has a multitude of weapons that have animations on them, as one single construct 3 object/sprite. so i made a char map to where the weapon would be on spriter and changed my weapon object on construct to match its position and angle.buuuut its not quite the same, the construct object doesnt know when the spriter char map is flipped or deformed (on the animation) and it makes it weird. i could also just put all the weapons in spriter but then they wouldnt have the animations in them. TLDR: so my question is, is it possible to have character maps with animations in them ?
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