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Mike at BrashMonkey

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Everything posted by Mike at BrashMonkey

  1. Good catch. Actually, I think that is necessary becasue Scirra had to update their API in order to fix the re-import issue. Sorry, I thought their latest stale version had that fix by now but I guess not.
  2. No, if you have the latest version of Construct and the spriter plugin, and make sure the spriter file in the zip, and the zip have the exact same name as when you originally imported it, it should replace the original, and not replace the clone. It sounds like you are not using the latest version of the plugin. https://www.construct.net/en/make-games/addons/192/spriter
  3. please try this new one:https://drive.google.com/file/d/1ww4Gs41EpRJzbNwdXAZK-PHI5HMP2JC7/view?usp=sharing
  4. Sorry for the very late reply. What I do is create a layout only for importing and updating spriter objects into, so it's always very easy to reimport into that one layout, no matter what spriter object it is. I then create temporary spawner sprites which you can make look like whatever you want, and at start of layout, for each of these place holder sprites, create its coresponding spriter object and delete the place holder sprite at the same location, scale, etc. then delete the place holder sprite in the same action. as for collision boxes, if you're using platformer behavior then it's best to use a regular Construct sprite set to invisible (a simple rectangle of the right size) to be the actual hidden 'brains' of the character, and pin the spriter object to it. The regular Spriter file would have the platformer behavior. for general collision detection, you should create the collision boxes in spriter in the animations and you can test those for overlap.
  5. Sorry for the bad experience. Are you aware of the way you can right click a key-frame and change its easing? If you don't change it, it has no easing in or out, only linear tweening. If you intend the animation to loop then don't uncheck the playback looping icon. When just previewing in the editor, left click and the animation will play and loop until you stop it and right click for it to play through only one and then stop. Can you make a screen recording or email me your spriter project and explain exactly what you're trying to achieve and I'll see if I can help. ( mike@brashmonkey.com )
  6. this issue should be totally fixed now. reimporting the entire thing should properly update the original instead of creating a clone.
  7. sorry, this feature is confirmed not implemented. I'll discuss this further with Edgar.
  8. OK, thanks. there's no need for me to test with a specific project. I can confirm this behavior. At least now that you know that toggle is only for telling the game if the animation is to be looped infinitely or play once it should be easy to avoid the problem, as typically animators know from the start if an animation (like walk, idle, etc) is meant to loop or not.
  9. Thanks. Did you happen to try hand-deleting that last row of key frames which it created when you un-checked the looping toggle?
  10. Thanks very much for taking the time to make these recordings. It helped a lot. Also, very nice, clean art. Kudos. Copying and pasting multiple key frames is definately a problem. It's either a bug or a non-implemented feature. I'll talk to Edgar about that. Regarding the playback looping. As I mentioned, that's not a bug. That loop setting toggle is tells spriter if the animation is one intended to loop, which means the last frame needs to tween and blend into the first frame. If you turn that off then the end of the animation changes to not blend back to the first frame. For the sake of just previewing your animations in spriter left-clicking the regular play button loop plays, and right-clicking the normal play button will play it once and then stop.
  11. Can you make a screen recording showing these issues? Also, what OS are you using Spriter on? The repeat playback button you might be toggling is data for in-game play-back, and not for use in previewing the animation in the editor. It's for telling the game if the animation is supposed to wrap and loop infinitely or be a one time play-through. It certainly should not in any way change the animation duration. Hopefully we can figure out the cause of the issues with your help. The fastest way is via a screen recording.
  12. OK, it should be fixed now. please refresh your browser and let me know if it works for you.
  13. OK, I'm uploading it now. The new download link should be up and working in less than 20 minutes.
  14. If you can, please email your construct project file and zipped spriter project to lucid@brashmonkey.com so he can take a look and figure out what the problem is. He can't tell from the screengrab.
  15. We've heard from many users that installing the trial or full version of Adobe creative suite./Photoshop resolves this issue! It must install the dll file that Spriter needs during it's install process. https://www.adobe.com/sea/creativecloud/start-with-free-creativecloud.html If you don't want to or can't install the Adobe creative cloud, then please do the following: Please install the Visual Studio 2013 C++ runtime. If you are on 32 bit Windows you only need the 32 bit version (x86). If you are on 64 bit Windows, you will need to install both the 32 bit (_x86) and 64 bit versions. http://download.microsoft.com/download/0/5/6/056dcda9-d667-4e27-8001-8a0c6971d6b1/vcredist_x64.exe The 32 bit version can be found here:http://download.microsoft.com/download/0/5/6/056dcda9-d667-4e27-8001-8a0c6971d6b1/vcredist_x86.exe IMPORTANT: If you try to install Visual Studio 2013 and the installer says you already have a newer version, then you need to uninstall the newer version so that 2013 can successfully install. Windows update will later install the latest version, but you'll keep the DLL Files Spriter needed.
  16. Very sorry for the inconvenience. I should have this fixed within ah hour and will reply back here once it's fixed. OH, I just noticed you mentioned purchasing it or Spriter on the Scirra store. Is that where the link is broken, or did you purchase the art pack here on our store?
  17. Do you mean all of the 3d assets or specifically the boss ship model?
  18. Spriter 2 currently has basic color tinting per image. It's possible other shader and tinting options will be added at later dates but we can't guarantee which ones and when they will appear at this time.
  19. Unfortunately with Spriter pro you'd need to use segments. Spriter 2 will be fantastic for snake type things, but won't be ready for real project use for a while longer. If you plan to only export full frame animations, GIF's or sequential images then you could use the unfinished and imperfect "Skin" mode in Spriter Pro... despite its flaws, many Spriter users have done some really fantastic animations with it. But remember, this is not supported in any Spriter plug-in for game engines/languages, so only use this if you plan to export and use full frame animations.
  20. There should be a question mark at top right which should give you access to the current documentation. The UI, mouse-overs, and documentation will be drastically more flashed out in the not too distant future.
  21. https://brashmonkey.com/forum/index.php?/files/file/13-spriter-free-windows/
  22. It's good timing that you asked. Edgar just posted this update today: https://www.construct.net/en/forum/construct-3/general-discussion-7/spriter-c3-addon-9-8-2020-bug-130240/page-24#forumPost1025200 regardless of the fact it should soon be very simple, you currently can replace the scon file directly in C3 by deleting from the files folder in the project explorer and re-import it, however, if you've added new images then it get's more complicated... If it's in the draw self mode and only uses one texture image for all the body part images, then you can just edit the Spriter objects image and load in the new image which includes the additional images. I suggest you hold off a few days and see if updating becomes really easy.
  23. We need more info. What OS? Is there an error message?
  24. great idea. thanks.
  25. I've been able to reproduce the bug. I never ran into this before... maybe a windows update along the way broke this. There is a decent work-around. I discovered that if you select another animation and go back to that animation you'll be able to rename things in the z-order bar again. Sorry for the inconvenience.
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