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2D All the way! / Spriter Pro .scon file not loading.

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BHoltzman
21
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Joined: 29th Aug 2002
Location:
Posted: 24th Jul 2017 04:04
Hi,

I'm working with my son to learn how to make a game in AGK2,
I'm trying to load a spriter pro .scon file I just converted from an artpack I have. I took the code directly from the SpriterDemo included with AGK.



When I run the code I see a message that says: "Error: Failed to load Spriter skeleton, no bones found in main.agc at line 21."

Line 21 is "playerThrust = LoadSkeleton2DFromSpriterFile("\media\PlayerThrust\BlueVerticalThrust.scon", 1, 0 )"

I have no idea how to go about debugging this, because I'm not familiar with Spriter Pro or it's .scon file format or how to use it in AGK. Any help would be appreciated.

Thanks!

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PartTimeCoder
AGK Tool Maker
9
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Joined: 9th Mar 2015
Location: London UK
Posted: 24th Jul 2017 13:19
your animation needs at least 1 bone, open the .scon in Spriter and add a single bone to each animation, hold Alt and click and drag to create the bone, then when the bone is created make sure it is selected and hold B and click the image to assign the bone to the image. >> [href] http://www.brashmonkey.com/spriter_manual/creating%20and%20assigning%20bones.htm[/href]

I'll be honest, its a pretty long winded task, not many "out-ofthe-box" .scon files work in AppGameKit without some editing I have had a few headaches getting then to work and had to pretty much start from scratch making them the way AppGameKit expects them, it maybe better and/or easier to export the animation as a png
BHoltzman
21
Years of Service
User Offline
Joined: 29th Aug 2002
Location:
Posted: 25th Jul 2017 04:16
Thanks PartTimeCoder. I'll give it a try. For something that's supposed to make my life easier it does sound like a lot of necessary unnecessary steps.
PartTimeCoder
AGK Tool Maker
9
Years of Service
User Offline
Joined: 9th Mar 2015
Location: London UK
Posted: 25th Jul 2017 12:10
Well the thing is AppGameKit expects a standard, which is to be expected else the guys at TGC would spend all there time coding work-a-rounds for every possible configuration of .scon file, not even the guys at brashmonkey produce .scon's to a standard, for your simple thrust animation is not worth the hassle, personally I would just export a png but for more complex character animations its worth getting to grips with Spriter and making a few animations from the provided images, it can really help understand the whole process.

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