Spriter Plugin

Alinara

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I really do hope that we will soon be able to use it in a battle system. It looks really cool, and I want to use Spriter Pro someday.
 

KanaX

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@Archeia Coincidentally, I chose to remove that part of the code until I was able to buy the full version of texture packer, which I did a week ago. Texture packer support will be part of the next update along with reverse animations, mesh distortions and timing functions.
 
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Archeia

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@Archeia Coincidentally, I chose to remove that part of the code until I was able to buy the full version of texture packer, which I did a week ago. Texture packer support will be part of the next update along with reverse animations, mesh distortions and timing functions.
God bless you.


Now if only it applies to battle animations I'll be good to go.
 

Maxii03

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This is epic! The cutsenes will improve drastically...
 

CoreyBot83

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Hey there. Sorry for the super late reply. I tried updating RPG Maker and I get the same error. The error reads 'TypeError' 'Cannot read property 'Group' of undefined'

I tried to create an event that housed my spriter animation. I have everything in place in the project file (the proper folders, the .js file and the .json file). I placed the 'comment' appropriately in the event, and clicked on the 'stepping animation' button. So at this point I have no idea what I'm doing wrong.

My comment reads '<Spriter, 48_Objects, Env, 4, 48, 100, false>'

My spriter file in its proper place is called '48_Objects' and I housed all my image files in the 'Env' folder under 'img/characters/Spriter'.

So yeah, still not working. Any help would be appreciated.
 

CoreyBot83

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Do you at least have any idea what COULD be going wrong based on that error? I gave you a lot of information in my post. I have set up all the folders, put the spriter file and its images in their respective folders. I showed you what I wrote as my event comment. Does it all seem right?

Does my 'skin' folder have to be named something specific? Is a spriter file with more than 4 animations not compatible? Do I have to set a facing direction for the event to get it to display propertly?

If you could at least answer these questions it would be helpful.

My point is that the comment in the event is the only single thing I have tried to add to the project, just to get one animation to display. So if the comment is correct, then there is something else wrong, and I don't know what that is. I followed the instructions on how to set up the folders and put the files in place as closely as I could. Do I have to add something to the .json file?

Let me know if you need any specific information about the spriter file and the way its image folders are set up, because if those have to have specific names or something to work, then maybe that's the problem. Otherwise, don't know.
 
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KanaX

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Group refers to a property given by pixi_display layers. That part of the code was not written by me and it's part of pixi.js. That makes me think that the plugin might face some compatibility issues with other plugins you might have, but I'm not sure yet.

Well, there are still some important info I do not know about:
  • What plugins you have.
  • What's the order of your plugins.
  • How you have created your spriter file.
  • What's inside the Env folder.
I'm sorry for your all your trouble and frustration, but spriter plugin is rather complicated. It could be a mistake I made in the code / tutorials, or something completely unrelated. I am very willing to help out and the best way to do that is check what's actually wrong without bothering you with replies every minute!

If for any reason you cannot upload a small project, you could help out by screencapping the error in the console by pressing f8.
 

KanaX

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  1. Added TexturePacker Support
  2. Added Bezier Curve Tweening for Animations
  3. Added Instant Tweening for Animations
  4. Added Performance Boosters
Tutorial for TexturePacker support coming soon.

TexturePacker spritesheets and their respective json files must be placed in a Skinset folder. The folder and the two files must have the same name.

Example:
  1. Kevin/Kevin,png
  2. Kevin/Kevin.json

To call a TexturePacker spritesheet just add a "$" in front of any path to a skinset, or a single bitmap.

Example:
  1. playerSkin $Kevin
  2. playerSkinPart hand_r $axe false
  3. <Spriter, car, $Outside/Cars/car01, 4, 48, 96>
 
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Archeia

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:VXA2:Time to abuse the hella out of it.

Are there plans for battle animation support? (Not Sprites/Battlers)
Cuz right now RPG Maker MV's animation editor is....less than desirable. :rswt2:
 

KanaX

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@Archeia Working on it. It might take some time though. I have never created a single battle sequence in my life! I also plan on making something compatible with Yanfly's Battle Engine Core, since it is rather extremely popular.
 

Archeia

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Yup agreed. It'd be amazing if it provides support. Now we don't have to copy paste frames one by one and die when preview fails.
 

KanaX

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New Update:
  1. Fixed saving issue.
  2. Replaced bitmaps with textures.
  3. Tweaked the core of the plugin to work with up-coming Battle_Scene add-on.
  4. With tagging certain sprites, you can automatically change their skin according to their equipment.
How to use new equipment methods:
  1. Make empty bitmaps as usual, for extra equipment.
  2. Tag the object itself (not the whole animation).
  3. The first word of the tag must be "Equip". The second must be the type of equipment this item is: Weapon, Shield, Hat, Body, Accessory
  4. Make sure that your actor uses the skeleton with the tag.
  5. Make sure that the equipped item has a
    • <Folder: path> with path being the place the skinset/bitmap with the same name as the item is stored.
    • <IsFullSprite: true/false> if true, target is a skinset, if false then it is a single bitmap inside Single Bitmaps or its subfolders.
    • <Name: name of skinset folder or bitmap> OPTIONAL. In case several items share the same skins.
  6. The actor now wears a hat
    If the hat was removed, or replaced with another Head item, the hat will disappear.
Here is the end result if we made a skinset:
 
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Isabella Ava

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Okay! Awesome! Now it's even automatically looking for equipment's sprite ( ᐛ )و
 

Teddy97

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Taking cutscenes to a new level. Fantastic!
 

Chaos17

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if you ever open a banned.url, I would support you even if it's just for $, you hella deserve it.
 

KanaX

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Just a lil' eye candy for anyone interested.

What we have so far:
  • Make custom animations with your own personalized versions of motions (walk, damage, swing, death, etc)
  • These characters are actually naked, the only reason they have weapons and armor is because they take it from their database. If the characters had Weapon, Body and Shield as 'None', they would be naked. You can understand that I cannot possibly demonstrate.
  • Each turn is dependent on the animation's length,

This'n will take some more time. I want to try to do the following.
1. Space and control attack and turn phases according to the animations.
2. Place Actors directly in front of the enemy they attack (unless the use projectiles)
3. Give animations to Enemies.
4. Make complex animations including normal animations.
5. Make all that nonsense compatible with Yanlfy's work.

Yep. Quite some time.
 
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Raku

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Hello. I just have an error while running the demo.
In autorun story,scene 3, there are alway error like "Cannot read property 'hasOwnProperty' of undefined"
and in demo scene, I can't not run at all and the error is "Cannot read property 'foreceUpdate' of undefined".
But when I change some of the "this._sprite.forceUpdate" into "this._spriter.forceUpdate".It works. But I don't know why.
Sorry for poor English. My system language is Chinese. Maybe it's one of the reason to those error?
 

KanaX

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I have confirmed these errors and they will be fixed soon!
 

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