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Mike at BrashMonkey

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Mike at BrashMonkey last won the day on August 16

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About Mike at BrashMonkey

  • Birthday 04/28/1974

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    https://brashmonkey.com

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    Male
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    Saint Ave France
  • Interests
    art, video games, writing

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  1. @Rexouer I mean did you use a feature in Spriter like sub-entities or skin-mode mesh distorted sprites. Regarding screen recording, ideally if you posted it (unlisted if you want) on Youtube and sent me a link (or post the link here if you don't want it to be private) or host the video file on some service like Dropbox or Onedrive and give me the link to it. You can also zip the Spriter project (the folder with all images and the scml and or scon files in it) and email it to mike@brashmonkey.com and I'll be able to test it directly. BTW, have you tried importing the Spriter project zip file into a new and blank C3 project?
  2. @Rexouer I mean did you use a feature in Spriter like sub-entities or skin-mode mesh distorted sprites. Regarding screen recording, ideally if you posted it (unlisted if you want) on Youtube and sent me a link (or post the link here if you don't want it to be private) or host the video file on some service like Dropbox or Onedrive and give me the link to it. You can also zip the Spriter project (the folder with all images and the scml and or scon files in it) and email it to mike@brashmonkey.com and I'll be able to test it directly. BTW, have you tried importing the Spriter project zip file into a new and blank C3 project?
  3. "Hello. I encountered a problem that I can no longer import a project from spriter to Construct 3 using a zip file. There is nothing happening for me specifically. Tried on older versions to import my character - nothing happens either. Check to see if it works for you. " @Rexouer, Are you using a Spriter feature you were not using before in the animations? When you say you are using an older version to import your character, do you mean an older version of Construct 3, or the spriter plug-in, or an older version of your character spriter file? If possible please send us a screen recording of your exporting process, creating the .zip, and dragging it in to import the character into Construct. Thanks.
  4. We might have to see your actual project to be able to figure out exactly what's happening. As a guess maybe your animations have the character's feet at different heights relative to the zero/zero coordinate (sometimes called the hot-spot or anchor point) of the animation. Could you zip up your whole spriter project (the folder with spriter or scon file alond with all the images it uses)and email it to mike@brashmonkey.com and I'll take a look ASAP?
  5. Everything from the data format to the UI, workflow and feature set are extremely different.
  6. Sorry, there is no direct way because the data formats and more importantly the actual features are very different between Spine and Spriter. The one option would be to export your Spine animations as full frame sequential images or sprite-sheets. At which point you could then use them as normal sprites in your game engine or create a Spriter file which uses all the full frame images to recreate the animations. This would allow you to use Spriter's timing, collision rectangle, triggers, and action point features, but of course you'd unfortunately lose the benefits of tweening (smoother animations which take far less memory) and the potential for character maps (swapping out body part, costume, weapon images etc. on the fly)
  7. @Rexouer Sorry, no. I do plan on making new videos and documentation for using Spriter in construct 3, and the features and usage are virtually identical so that should suit your needs, but I'm really spread thin at the moment, and these things take a long time to make, so you should not postpone your own project by waiting for new documentation. Most of all that (in your image) is the same as normal Construct sprites (changing animation, pausing, rotating etc.). Blending animations literally lets you set a secondary animation for the spriter object to be "tweening" with for each frame, and to what percent, so, for example imagine if you made two different idle animations for a character, one being very energetic and well rested, and the other being really exhausted, slumped over, and breathing heavy... You could have a variable for fatigue in your game, and when the character is not moving you could always be blending the two different idle animations (very rested vs very tired) to whatever degree makes sense based on how fatigued that character is. This typically effects all bones equally, so this alone won't give you want you want for animating the arms and legs completely separately, but there is an advanced technique for completely overriding control of specific bones and controlling them with events in Construct instead of the Spriter data. I've never used those particular features though so I can't tell you for sure if that will give you what you want or how to do it. I'll ask Edgar (Spriter's programmer) In the meantime, here is an old video I made which covers many of the basics for using Spriter objects in construct 2 and 3
  8. Thanks for your patience and sorry for the confusion. I've now fixed that broken link you reported. To clarify, it was supposed to link to where I was sending you... Aside from the Spriter manual I also linked to, our Youtube tutorials and random forum posts, this is all the total documentation there is. The youtube tutorials can be found here:
  9. Thanks for your patience and sorry for the confusion. I've now fixed that broken link you reported. To clarify, it was supposed to link to where I was sending you... Aside from the Spriter manual I also linked to, our Youtube tutorials and random forum posts, this is all the total documentation there is. The youtube tutorials can be found here:
  10. Which link doesn't work and what documentation are you looking for? The videos show you the steps. The link I provided goes to the page with the videos and has a link to download the plug-in. There is also a general Spriter online manual here: http://www.brashmonkey.com/spriter_manual/
  11. That link is obsolete. The more up to date one is here: HOWEVER, keep in mind, Scirra has abandoned construct 2, so we will not likely be updating or debugging the Spriter plug-in for it, so if you happen to find any bugs in the plug-in they likely won't be fixed.
  12. @Rexouer Hello. I would like to learn how Spriter works better in Construct 2, but going to the link (https://brashmonkey.com/forum/index.php?/topic/3327-using-spriter-animations-in-construct-2) to download the documentation, but it says "We could not find this topic." Earlier someone already asked this question, to which you gave him several tips to solve the problem, none of them helped me. You also left a link to download the documentation from google drive, but the file is no longer available. Where to download the documentation from ? Thank link is obsolete. Here's where you should go for C2... which is also abandoned, so if someone finds new bugs in the Construct 2 Spriter plugin we likely won't fix it, or at least not quickly.
  13. Thanks for reporting this. We'll look into it when we get the chance.
  14. @Difyl Very sorry it took me so long to see and approve this post. I have no idea why I had to approve it since you posted before are are clearly not a spam bot. If you ever need assistance or suggestions and for whatever reason get slow response here, feel free to email us directly at mail@brashmonkey.com (same for anyone else who needs technical assistance) Now, back to your questions: 1) Animation blending depends critically on the 2 animations you are trying to blend having the same exact bones and image objects in the same skeletal hierarchy. Even if to the human eye two animations look like the same character with the same body parts etc, that doesn't mean the data and code think that's the case. My best guess is some of these animations use different bones, different skeptical set ups, or start with specific image sprites or bones in very different positions etc. between each other, so when you try to blend them, things you would not expect to happen are happening. The only way for me to confirm this is if you zip up and send me (via the email address above) the actual Spriter project (a zip file with the folder including the Spriter file and all the images it uses.) 2) I've never seen this before. If it were consistent I'd assume you have the same trigger twice on the timeline, but since it works right the first time that's clearly not the case. This makes me thing it's either a bug in your events (though at a glance they look fine to me), or a bug in the Construct Spriter plugin. The only way for me to find out the cause is if you send me your actual Construct 3 project and let me know which event sheet has the logic in question. Of course if send us any of this I'll delete it immediately after finding and resolving the issues and won't share it with anyone. 3) You can absolutely use Spriter Pro to create a full character (called an entity in Spriter) which has specific character maps all baked in. (meaning those images would become the default images that character uses.) After that, you could then delete the original entity and save this Spriter file as a new character. Make sure you back up the original Spriter file first! This feature can be found in Spriter's character maps window near the bottom left ("Bake Active To Entity")
  15. This is purely a guess, but maybe there is a bone you need to control for that, and not one of the image sprites?
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