User Tag List

Page 1 of 29 1 2 3 11 ... LastLast
Results 1 to 10 of 284

Thread: Beta: Spriter Object Extension

  1. #1
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export Module
    conceptgame's Avatar
    Join Date
    Apr 2011
    Location
    Switzerland
    Posts
    741
    Mentioned
    12 Post(s)
    Tagged
    0 Thread(s)

    Lightbulb Beta: Spriter Object Extension

    Hi all,

    I have edited this post to keep all up-to-date binaries and info on this first page.

    Compatibility

    Only Clickteam Fusion 2.5

    Platform

    Windows (implemented)
    Android (in development, planned for 2017)

    Description

    For those who are wondering what is the Spriter Object, this extension aims to have an alternative to the active object where animations are edited in an external tool called Spriter and procedurally rendered in CF2.5.
    It has many advantages: light weighted object, fluid animation, advanced animation features and reusability of the same object. In order to have a good idea of what is behind, I suggest you to take a look on the Spriter website: http://www.brashmonkey.com/

    Download Link
    http://clicks-en-stock.concept-game....priterv1.3.zip

    Version v1.3 Features

    The Spriter object for CF2.5 should include the following:
    1) Standard ACEs like for the Active Object
    2) Actions:

    • Entity: Change Entity by name, Change Entity by number
    • Animation: Stop Animation, Start Animation, Change Animation by name, Change Animation by name with blending, Chane Animation Time, Change Animation Time, Change horizontal flipping, Set speed ratio, Change key frame, Jump to next key frame, Jump to previous key frame
    • Character Map: Apply Character Map, Remove Character Map, Remove All Character Maps
    • Sprites: Load 1 Sprite from Active, Load Ordered Sprites from active per animation, Load Ordered Sprites from active per direction, Load Sprites from external source, Set external source path
    • Boxes: Bound Box to Object, Unbound Box from Object
    • Debug: set debug display
    • File: Load Scml file
    • Clear Last Error

    3) Expressions:
    • Entity: Current entity name
    • Scale / Angle: Scale, Angle
    • Last Error
    • Animation: Current Time, Current Speed Ratio, Current Animation Name, Delta Time, Current Key Frame
    • Variable: Real Value, Object Real Value, Integer Value, Object Integer Value, String Value, Object String Value
    • Point: Position X, Position Y, Angle

    4) Conditions
    • Animation: Is animation playing (by name)?, Has animation finished?, Is tag active?, Is object tag active?, Is animation flipped?, Compare current key frame to value?
    • Events: On Sound Event, On Trigger Event


    Change Log

    Version 1.3:
    ADDED: added support of effects (transparency, shaders, RGB)

    Version 1.2:
    FIXED: fixed bug with Change Entity action (per id or per name)
    FIXED: fixed property to get angle of a point
    FIXED: fixed reload crash at editime if selecting


    Version 1.1:
    ADDED: added expression and condition for the current key frame
    FIXED: fixed bug with Change Entity action


    Version 1.0:
    ADDED: added the actions to load external files (instead of active object)
    FIXED: fixed a bug with easing curve
    ADDED: added the "Follow the Frame" option at edit time


    Design/Architecture

    Loading Sprites:
    There are 2 ways to load sprites, one with an active object used as a library and one with external files.
    In order to load from an active object, use the following actions: Load 1 Sprite from Active, Load Ordered Sprites from active per animation, Load Ordered Sprites from active per direction. The first one is for one single sprite. The 2 other ones load all sprites, respectively from one animation and one direction or from one animation and several directions (in this case, one direction stands for one subfolder of the Spriter structure).

    Help/Examples

    Example: a basic example with most of the essential functions is provided with the extension files (see Download Link)

    For any Questions related to Spriter itself, please post on the dedicated forum on their website.

    Old versions

    Version 0.5: http://clicks-en-stock.concept-game.eu/Downloads/Spriterv0.5.zip
    Version 0.6: http://clicks-en-stock.concept-game....priterv0.6.zip
    Version 0.7: http://clicks-en-stock.concept-game....priterv0.7.zip
    Version 0.8: http://clicks-en-stock.concept-game....priterv0.8.zip
    Version 0.9: http://clicks-en-stock.concept-game.eu/Downloads/Spriterv0.9.zip
    Version 1.0: http://clicks-en-stock.concept-game.eu/Downloads/Spriterv1.0.zip
    Version 1.1: http://clicks-en-stock.concept-game....priterv1.1.zip
    Version 1.2: http://clicks-en-stock.concept-game....priterv1.2.zip




  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
    pit73's Avatar
    Join Date
    Jan 2012
    Location
    near montpellier
    Posts
    354
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Excellent damien! c'est génial! une grande avancée ! Je teste des que je peux!

  3. #3
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export Module
    conceptgame's Avatar
    Join Date
    Apr 2011
    Location
    Switzerland
    Posts
    741
    Mentioned
    12 Post(s)
    Tagged
    0 Thread(s)
    I already saw 2 bugs:
    - The condition "Is animation X playing?" will start the corresponding animation. It is fixed in v0.6.
    - At the end of some looping animation, the sprites are going through a strange angular position. I will fix this in v0.6.

    EDIT:

    and a small video of current status:

    https://www.youtube.com/watch?v=DxzR...d2T0Tl&index=4

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module

    Join Date
    Jun 2006
    Location
    St. Ave France
    Posts
    1,153
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Awesome work conceptgame!
    Mike at BrashMonkey

  5. #5
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module

    Join Date
    Jun 2006
    Location
    St. Ave France
    Posts
    1,153
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Hi again conceptgame. How do we manually import the required images so the Spriter object will work properly in game and show the animations?

    I installed the plug in, have in in my frame, and told it to set to the proper entity and animation at the start of frame, and I set its file path to the scml file. Nothing is showing up when I run the frame.. I assume because it needs the images. Are there instructions somewhere for doing this?

    Thanks,
    Mike at BrashMonkey

  6. #6
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export Module
    conceptgame's Avatar
    Join Date
    Apr 2011
    Location
    Switzerland
    Posts
    741
    Mentioned
    12 Post(s)
    Tagged
    0 Thread(s)
    At the moment, the mfa should be in the same folder as the scml since the relative path written in scml are directly taken into account. I will add a "Set relative path" action to allow to change the folder structure above sprite folders. For example, if you have arms/left_arm.png, the extension is looking in its folder if it exists. With the relative path action, you can set something like sprites/hero and it will look for sprites/hero/arms/left_arm.png

  7. #7
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module

    Join Date
    Jun 2006
    Location
    St. Ave France
    Posts
    1,153
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Brilliant Brilliant stuff concept game. Its working perfectly now that I saved the MFA into the same folder as the scml file.

    EVERYONE, Don't forget there's a totally free version of Spriter (not trial-ware and not severely crippled) that you can get from www.brashmonkey.com

    Also, Please notice that even if you don't want to create modular animations with cut up images and bones, This plug-in and Spriter solve the ancient problem of Fusion not allowing us to flip a character at run=time! Just set up your right facing animations in Spriter and use this Spriter object to flip your character at run-time while facing to the left! (or vice versa)

    really exciting stuff. I look forward to using this in several of my own personal projects. Thanks again conceptgame.

    PS. I see the standard collision and overlapping conditions exist, but assume they don't work. is that the case, or does it work for full frame collision detection? (a assume that support for Spriter's built in collision rectangles feature is not implemented at this time...)

    cheers,
    Mike at BrashMonkey

    EDIT: I just tested and "overlap" and "on collision" DO work for full frame collisions! (tested between Spriter object and standard active object) Awesome stuff indeed.

  8. #8
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export ModuleSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

    Join Date
    Aug 2011
    Posts
    145
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Good Job i will downloaded when i get home. Good job both to concept game and Brashmonkey.

  9. #9
    Clicker Fusion 2.5 DeveloperSWF Export ModuleUnicode Add-on
    Looki's Avatar
    Join Date
    Aug 2006
    Location
    Karlsruhe, Germany
    Posts
    3,739
    Mentioned
    5 Post(s)
    Tagged
    1 Thread(s)
    Neat! I made a simple test animation with Spriter and it seems to display correctly. However, this only works with Direct3D 9 enabled (the software runtime doesn't display anything), but I only get 12 fps for that. Any idea what's going on?

  10. #10
    Clicker Fusion 2.5
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    electroNik's Avatar
    Join Date
    Aug 2014
    Posts
    7
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    This is something one of my projects needs. Thank you for making it!

    I tried using the grey guy example file and it works just fine but I encountered a problem while trying to scroll the screen. When the spriter object is set to always be at the position of another object, it only works until the screen scrolls. The farther the screen has scrolled, the farther away the sprite is from the object. It can be fixed by setting the X position to (X pos of target object - X Left Frame) and the y position to (Y pos of target object - Y Top Frame), but this only works for a while. When I scroll too far, the spriter object disappears. Is there a way to get the extension's position to behave like an active object following the frame?

Page 1 of 29 1 2 3 11 ... LastLast

Similar Threads

  1. [BETA] Extension Info Object
    By Dines in forum Extension Development
    Replies: 14
    Last Post: 20th February 2011, 04:57 PM
  2. Beta Extension: OS Information Object
    By Tim in forum File Archive
    Replies: 0
    Last Post: 13th February 2010, 04:09 AM
  3. New extension: Sticky object (public beta 1)
    By Anders in forum Extension Development
    Replies: 51
    Last Post: 6th August 2009, 06:56 AM
  4. New extension: OpenGL object (public beta 1)
    By Zyx in forum Extension Development
    Replies: 99
    Last Post: 12th December 2008, 12:00 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •