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Showing content with the highest reputation on 01/12/2015 in all areas

  1. Hey guys what if spriter would have rotating algorithm like this software? http://info.sonicretro.org/RotSprite Do you think it could be done? It preserves shapes perfectly, maybe if you would contact developer then he would share how he did it and it could be implemented in spriter so pixel art animating would be even better. Just look at examples: This is other program SolarStrings rotater which also rotates sprites preserving details and shapes + whats most important - source code is available for lookup and maybe create something similar http://wayofthepixel.net/index.php?topic=13052.0 In my opinion having something like solarstrings rotater as option to rotate sprites would be great, even if its not used in realtime during opengl preview but only when exporting.
    2 points
  2. Hi everyone, Work has only just begun on what will be an enourmous art pack, filled with varying hero characters, npc characters, humanoid enemies, monsters, villiages, etc. All with char-maps and alternative art to change up their appearances. HUGE. It's far to early to make a remotely complete list of diferent animations that will end up in it, but I'll try and hit the basics anyway. Male hero 1: (based on Arthur from Nnar) idle in several states of fatigue walk run block with shield several loopable attacks with his sword block with sword dash attack with sword getting hit (several variations) simple speaking loop in several emotional states dieng jump fall special double jump uppercut attack with sword throw projectile There will also be several other humanoid hero characters with full sets of animations like the one mentioned above, but with very diferent physiques..such as a female warrior with throwing weapons, a monk with a staff, a large guy with axe or warhammer etc. A cast of villiagers of varient ages, all animated at idel, walking, and speaking in several emotional states...perhaps running in fear too Humanoid enemies with animation sets similar to the heroes. Hound like monsters with basic animations for combat. lots more..but we'd like to hear/see your suggestions too... Please let me know what you'd like to see in there as well. Ideally with links to video or image examples of the sort of thing you're talking about. cheers, Mike@BrashMonkey
    2 points
  3. Hello all. I wanted to implement Spriter into Cocos2d-x 2.2.2, so I scoured these forums and the internet, but wasn't too happy with the results. Generic C++ implementations and old Cocos2d-x implementations that weren't really set up to do things the "Cocos2d-x" way, meaning they weren't fully utilizing the CCNode hierarchy for transforms. I'm still working on this thing, but I wanted to go ahead and share it in its current state. Simple sprite and bone animations are functional: translation, rotation, scale, and colorizing. Please note that some of the files in the attached archive need to be merged into the existing engine code. Also, for some reason unbeknownst to me, Cocos2d-x is set up to use reversed rotations(positive being clockwise), which I decided to change at the core level of the engine. Obviously this could break a lot of the built in tools, so some of you may want to just inverse the rotations in the Spriter implementation instead. You can use this implementation like you do anything else in Cocos2d-x: CCSpriter* spriterTest = CCSpriter::create("anim/player/Player.scml"); spriterTest->setPosition(CCPointMake(512.0f, 384.0f)); addChild(spriterTest, 5); My future plans for this are: [*:1jditbpz]Add support for zindex [*:1jditbpz]Add support for parent swapping [*:1jditbpz]Add support for texture swaps(may already work, needs testing) [*:1jditbpz]Add support for default file defined pivots [*:1jditbpz]Add support for adding/removing sprites and bones during animation [*:1jditbpz]Add support for plists Not sure how much further I'm going to go with it beyond that, but this should lay a good groundwork for someone to make it "fully featured". Because this is loosely based on work done by BruceWang and 568083142 on this forum, which was based on work done by James Hui (a.k.a. Dr.Watson), I've stuck with the BSD License. CCSpriter.zip
    1 point
  4. Hi Everyone, Since originally making this post the forum system has become easier and just pasting the url to your video should embed the video. Report here if it's not working for you. cheers. -Mike at BrashMonkey
    1 point
  5. lucid

    Spriter r2 bug thread

    Post bugs for Spriter r2 here.
    1 point
  6. Hi Everyone, As you might have noticed, we've upgraded to a totally new forums system. The migration seems to have gone off without a hitch, but there's the possibility that if you posted during the 30 minute window in which we were migrating that your post ended up in the old forums and didn't make it over here. For anyone with a missing post, for a limited time you can actually access the old forum by going here: http://www.brashmonkey.com/forumOLD and copy the text from your post so you can easily repost it into the new forum. If this is required I apologize for the inconvenience. cheers, Mike at BrashMonkey
    1 point
  7. When I'm trying to copy X, Y, angle, opacity and other stuff through panel on the left, timeline simply won't remember. Not sure if it's intended or not but seems strange a bit.
    1 point
  8. 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
  9. lucid

    Spriter 1.0 Released!

    Hello everyone, We're pleased to announce the official release of Spriter 1.0. It's been a long journey, and we'd like to thank all of our glorious Kickstarter backers and Early Adopters for making this possible. While this build offers substantial optimizations, and a few feature additions, enhancements, and bug fixes, we're just getting started with where we want to take Spriter. There will continue to be new builds with new features, enhancements, bug fixes, and improved documentation, which will be free updates for Spriter Pro owners. The Essentials version will also continue to get updates with bug fixes, and workflow enhancements. Thanks again and enjoy Spriter 1.0! Spriter Release 1 Released 11/11/2014 Additions and Enhancements [*:3lb04hxy]Several performance optimizations [*:3lb04hxy]Added Pro only feature to add custom watermarks to Png and Gif exports [*:3lb04hxy]Export to Png and Gif now recalls last used settings [*:3lb04hxy]Added the ability to resize the default pivot point editor [*:3lb04hxy]Added single action to copy the selection from canvas and paste it to all frames (available in the edit menu, the right click menu on the canvas, and with the keyboard shortcut Ctrl-D) [*:3lb04hxy]Paste to all frames now only creates one key for the addition if possible [*:3lb04hxy]Added 'Deselect All' to the right click menu after clicking an object on the canvas to make zoomed in editing of many overlapping parts easier Bug Fixes [*:3lb04hxy]Fixed a bug with anchored IK, where only rotating a bone not involved in the IK would cause the anchored IK to shift position upon releasing the mouse button [*:3lb04hxy]Fixed a bug with anchored IK, where moving a bone far up the chain from the IK would cause the anchored IK to shift position upon releasing the mouse button [*:3lb04hxy]Fixed several bugs in onion skinning where onion skins could get stuck stuck on the screen after they should have disappeared [*:3lb04hxy]Fixed a bug that caused unintended selection behavior in the file palette after dragging an image onto the canvas [*:3lb04hxy]Fixed a bug that allowed the default pivot point dialog to very large images into a window that extended outside the borders of the screen [*:3lb04hxy]Fixed a bug that caused the default pivot point dialog to appear in a different monitor than the program for certain setups [*:3lb04hxy]Fixed a bug where after deleting the last animation in an entity, the keyframes would remain in the timeline widget, and the program would crash if you attempted to edit them [*:3lb04hxy]Fixed a bug where sub-entity onion skins would either display incorrectly, or not at all [*:3lb04hxy]Fixed a bug where it was impossible to delete sub-entities [*:3lb04hxy]Fixed a bug where changes to the canvas zoom made using the keyboard shortcuts or menu items would revert back to the previous zoom level after making a change to the sprite z-order [*:3lb04hxy]Fixed a bug where changing a bone's angle would reset it's opacity to 100% [*:3lb04hxy]Fixed a bug where clicking to drag a bone would cause it's opacity to flicker momentarily if it's opacity was set to less than 100% [*:3lb04hxy]Fixed a bug where dragging and dropping a new sub-entity when a bone was selected would cause the sub-entity to shift it's location upon the drop [*:3lb04hxy]Fixed a bug where copy pasting multiple keys wouldn't always paste all keys A quick note about version numbers. We've opted to use release numbers instead of version numbers, so this build is Release 1, the next will be Release 2, etc. Hotfixes, and beta versions to be tested before being marked as stable releases will use decimals. (e.g Release 1.1)
    1 point
  10. Hello folks! I quite can't run spriter 1.0 in ubuntu 14.10 64bits here. Here is my error: In console: ./Spriter => ./Spriter: error while loading shared libraries: libQtHelp.so.4: cannot open shared object file: No such file or directory What should I do?
    1 point
  11. DAG

    Fade/Blend Animations

    Hi, is it possible to fade a animation into another animation at runtime? Using Construct 2. For example a walk and a jump animation. I want to fade in to the animation for smooth motions. I want that an arm position (i.e.) from walk animation move smoothly to the arm position of the jump animation. It looks ugly when the arm jumps instant to another position. Awesome tool btw. :)
    1 point
  12. Just wanted to link to this on the main forum for anyone who's been waiting on this: viewtopic.php?f=3&t=12569
    1 point
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