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Showing results for tags 'scml'.
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SCML Documentation - Release 11
José posted a topic in Spriter ImplementationsHey there! I am preparing myself to do a Golang library that converts .scml files into proper structures and methods to be used in any Golang game engine but I am having a hard time finding proper documentation for .scml file format. The only thing I got so far is this super outdated and deprecated specification (https://www.brashmonkey.com/ScmlDocs/ScmlReference.html). Is there any updated specification for R11 that I could use? Thanks in advance for the support! José
hi, so i have updated my animation and trying to reimport it inside the construct 2 also i have deleted the scon file and importing it but as soon as i try to preview the game it gives me an error "cannot read property 'length' undefined".
Parsing scml file for sprite coordinates
uterian posted a topic in Developer HelpHi guys, I need to have each part's positions every 50ms in an animation so I can use them on sfml however I wish. I don't want to spend alot of time to learn the whole spriter framework for c++. I just need to get part positions.(not bones) is there any parser for that , or any information/little trick I can use so I can write a parser for the .scml file? Is there any way to export that .scml file without bone informations but only sprite positions (x,y,rotation)(and idealy with custom determined intervals like 50ms) best regards -ozan EDIT: through searching old posts on forum, I've found this link http://www.brashmonkey.com/ScmlDocs/ScmlReference.html BUT Most probably it's outdated. Calculating real X and Y values are not as shown in this reference page. Right formulas (checked) : float realX = (y*s) + (x*c); float realY = (y*c) - (x*s); also you gotta multiply ParentY and ChildY with -1 beforehand. Don't know the reason but they are written into the file with opposite signs.
scon How x & y position in SCON file is calculated?
clym posted a topic in Developer HelpHi there, I'm currently trying to work with the .scon (json) file type that Spriter exports and I'm slightly confused by some of it's translation... Q: (Using Spriter release 11) - For the root bone, the X & Y positions found in the timeline array are the same as in the editor. - However the child bones X&Y position in the .scon seem to be very different to the editor and I can't figure out if the position is relative to the end X&Y of the parent/root bone? Or something else. any info on that would be great! Let me know if you need an aditional info/pics I'm finding the bone info under: entity.animation.timeline.key.bone.angle Thanks, Clym
Tip on changing Spriters Project Path
overcrafted posted a topic in Open TopicWhen there is something that Spriter users know than it is that once the project path is set it cannot be changed anymore or the project images get lost. Well.. Here is a small guide how it can be actually changed. What do you need? Notepad++ Actually it is not a need but it's just easier to work with. Now let's assume your Spriter File (SCML) is inside the folder where all your sprites are located. In the above example my SCML file is called "Juggernaut". Now let's put it one folder higher in the file hierarchy. What I did is to cut out the "Juggernaut " SCML from the "Body Parts" Folder and placed it to the parent folder. If you open the scml file now. After getting a pop-up dialog that notifies you about missing sprites the following thing will happen: That happens because Spriter is still searching for the images in the old folder but since the file has moved the path has to be changed as well. Here is the trick Right Click on the SCML file Choose "open with" and then your favorite editor. In my case Notepad++ Then you will see a syntax similar to xml. Simply add a name attribute to the folder tag Give it the path to the folder your sprites are located e.g name="Body Parts" Search and replace all FILE NAME ATTRIBUTES with the path to the sprites e.g name="Body Parts/Head.png" (in the image above I had to continue it with file id = 7) Save and open Spriter the normal way Enjoy No more missing Sprites ;D
Spriter file format documentation | scml?
jordy2254 posted a topic in Developer HelpHello everyone: I am currently trying to find the file documentation for the spriter format for SCML, and was wondering if it is anywhere and i am missing it. If so does anyone know where abouts and can provide a link. What am i using it for? I am currently working on a 2d game engine and am too stubborn to use other peoples code and like doing as much as i can myself, that and the way i have implemented animations and other elements won't work as well with pre-existing implementations, If there is no offcial documentation for it does anyone have the time to do a breakdown of everything so i am not to miss something? Many thanks jordy
Can't open SCML files with spriter
TheLiquidToast posted a topic in Help and TutorialsI've been working on a mod for Don't Starve using the "Dleowolf Extended character mod" There is an SCML file that I was able to open before with Spriter but now when I try to, it doesn't open. I tried changing the "open with" file with Spriter but it never appears as an available application to use. it's quite annoying and it will really slow down my work with the mod. Can anyone help?
Hi I just got Construct2 and Spriter Pro and reading around Construct2 they say keep projects to under 100mb although now I am not sure if that is total file size or total memory usage. I understand that using the scml/scon file is more economical than exporting whole frames or sprite sheets for animation and that in itself will be better for memory usage. What I am wondering is when the game is exported where are the image files from the spriter animation? Do the images in the scml/scon file get decompressed the way they say the sprite objects in Construct2 do so that download size is much smaller than memory usage size? I hope my question is not as confusing as I am confused.
Update on Spriter API matters
lucid posted a topic in Spriter ImplementationsI just wanted to let everyone know my full focus has switched from developing Spriter (aside from critical fixes) to getting complete and thorough documentation for developers. This will take some time, but this long overdue step is underway and I will update you when things are further along. Thank you everyone for your extreme patience thus far on the matter.