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Showing content with the highest reputation on 12/27/2014 in all areas

  1. Well, I was hoping this would go away with v1.0, but: The application was unable to start correctly (0xc000007b). Click OK to close the application. This is what greets me when I try to launch Spriter. I've tried R9, R11, and 1.0. I've given admin privileges, and tried compatibility modes. My system is Win7 Ultimate 64bit, 3570k, on-board graphics(HD4000), 16gb ram, Asus mobo. Only thing I see on google so far is to do with Visual C++ redist being configured incorrectly. This may be the case...though I haven't seen this issue til now. Any ideas? Cheers, Tim
    1 point
  2. Hey guys, I created this thread to let you discuss about the here mentioned topic, since this is not really Spriter feature related. Anyway, I tested the shading stuff with Spriter and pre rendered/generated normal maps. I used tombmonkey's flower girl for the tests (sorry tombmonkey, but the ZIP file, you provided, has not normal maps for every sprite. In addition your program (Crazy Bump, I think?) removed the alpha channel for the normal map, which would end up in some very ugly rendering. So I had to create my own with ShaderMap 2. But those which you uploaded are much better and smoother than mine. Maybe you could add the remaining if you've got time.) And here you have some screenshots: First of all the scene without shading: And here is the same scene with some lights and a dark environment: As you can see it does not look very good because the character was not designed for dynamic light rendering and the normal maps are really shitty. It looks like an emboss effect. What do you think? Maybe we could create some other scenes with different art styles and proper normal maps. - Trixt0r
    1 point
  3. When I export an animation from Spriter, according to the animation that I made with the same character. The size of the rectangle of the object export is not the same. It is not the same as the size of the rectangle that contains the animation depends on the movement of the character. If my character on, it will be bigger, higher than when he jumps as his legs will be positioned differently. It is possible in "keyframe export" to set a "Custom rectangle" but it is difficult to set the easy here since I want my Adaper the different animations. Is it possible to set the rectangle in the "layout" with a handful of systems that can stretch and set for any project? I hope you comprendrer! Translated from Google Translate
    1 point
  4. When I import my SCML file Construct 2, it works fine. I have my various animations: - Walk - Jump - Idle But I would make animations that can be played to link the animations. - When the character changes direction to the horizontal (left and right, for example) - Jump to Walking etc. Is it possible that the plugin under C2 calculates the intermediate between two animations animations that I made in Spriter. If I take me wrong, thank you to tell me what to do Translated from Google
    1 point
  5. I tried to follow the tutorial videos, then both written I understand a little, so it's hard to audio. I tried the automatic sub titles but it's far from perfect.
    1 point
  6. Just signed up two give two suggestions - it would be nice to have a 32 bit build for linux, and a very brief note on how you run it in linux would be nice. Looks like a great program... I'd love to not to have to use Windows to use it. ;)
    1 point
  7. it's a definite possibility for the long term. good idea. It was already going to have the spinboxes, but that's a good idea. Also, the angle control will have a wheel you can rotate with your mouse. The current beta does have a 'protected selection' feature. You can drag, drop, and rotate a selected object even if it's behind others. only if you click a sprite on an area that doesn't overlap the currently selected object(s) will it change the selection. yes, that's in there yes, the next release will be native UI on Windows, Mac, and, Linux yes, all of that is planned for the long term, and the groundwork is already layed for those features. thanks for the kind words, and yes, we do want to work with the community to develop an ecosystem of some sort for both the animators and the developers. the todolist is huge, but things are going very well on fronts. working hard on the next version, and loving every minute of it.
    1 point
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