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Showing content with the highest reputation on 01/27/2015 in all areas
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Hello! Love Spriter. I have a quick design/C2 question. Right now I have all my sprites/animations in one SCML file. That one file has my character, items, and backgrounds as different entities. If my sprite count gets very big though, does it matter if I'm still only using one SCML file for everything? Or is it better to create multiple SCML files and separate categories of sprites into them (like one for characters, one for items, etc.) and just create each when needed? I'm just wondering how it works from workflow/computer resources put of view. Thanks :)2 points
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Hi, I have limited's movements in my hand. I can't to press right click, I need to use the zoom, my suggest is a zoom tool, magnifier. I use a virtual keyboard http://hot-virtual-keyboard.com/and I can't the shortcut on it.2 points
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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.1 point
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My animated sprites
specter-9@live.com reacted to bwwd for a topic
Hi, im making animated sprites using body parts I already have some playable wips of my games :) Im excited about new spriter release with free deformation and i'll probably end up getting full version once i get used to the software, sprites are made using exactly the same technique using stickman software from cutoutpro.Im using OpenBOR engine and i play my games on my Android phone and Windows cpu but you can play also on MAC,Linux and other systems. Can't embed YT vids for some reason...1 point -
Spriter and Game Maker Studio
Arrgincey reacted to icuurd12b42 for a topic
Hi guys! I dont know if you remember me but I did the Game Maker Spriter API a long while ago and it worked for a while but after a few spriter updates it stopped working and so I been pestered quite a lot to update the api but I simply had no time on my hand and mainly had not time to keep up to date with all the changes and features. What I need is a little guidance to figure out where to go get the information I need. I also need example files and the download I got comes with none. I need the file specs, the supported features specs, example(s) that use all the features, hopefully those example would be included with the API as a demonstration on how the api works and to show what feature are supported; as well they would make an appearance in the demo exe and the demo video. I am not an animator so I would need something "free to use" as I cannot do these animations myself. Also I got the free version, how does it differ from the purchased version, would an API written with the demo as a working/testing tool be enough? would I need to get the purchased version? Thanks for helping out!1 point -
Hi all, i desperately looking for some help for the slow performance of spriter on my mac, it is a macbook pro with 16 gb ram and using a Geforce GT 650 graphic card, i have the latest spriter b11 running and turn off the open GL but still experiencing slow performance. pls let me know is anyone has a solution for it. many thanks1 point
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Steam Keys for Multiple Licences
AlisaMesy reacted to SlinkyRaptor for a topic
I purchased a key for myself and a friend recently and I was wondering if or how I could get steam keys for both of those. I followed the directions in the sticky, emailed support and only received a single key.1 point -
How to clone an object with its animation ?
UElabeal reacted to jokderdeus for a topic
Hello, I am sorry if this has already been mentioned somewhere, I looked through the forum and didn't find anything about this. So, does somebody know if we can, and if yes, how can we clone an object with its animation ? And if we can't, an other way to avoid redoing the animation manually when we clone an object ? Cheers.1 point -
Audio file PROBLEM
Dryynrins reacted to WorkinSerina for a topic
Hi, BrashMonkey team: I and My co-worker both have a problem with audio in Spriter. The wav form is not showing in the timeline, but only a black line shows where it starts. Also I can't select or delete that audio in the timeline. Can someone figure out why? Here is the snapshot:1 point -
Python implementation?
RunnerPack reacted to Javier for a topic
I don't know if you're still interested but I'm working on a python implementation (pygame as a rendering engine). I plan on using it as a reference. If you're interested I can upload it to a github as soon as I've got it ready.1 point -
Hello guys, so, I'm starting with game development but I don't have enough ability to draw sprites :lol: I'm developing a 2D RPG like game and it's already on the demo 4.0 (link if someone want to see my work: http://www.newgrounds.com/portal/view/636410?id=636410 ), but the sprites used in the game were not made by me, i got them from somewhere.. But now I want to make a Male replace for the protagonist, and i'm looking for someone to make it for me. The problem is that I can't pay for it, so i'm looking for a good soul that would make it voluntarily :D Here it's a picture of the char i'm talking about: Could someone help me?1 point
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Spriter and Game Maker Studio
hippyman reacted to Mike at BrashMonkey for a topic
Hi Krymzonsky, Spriter did suffer a number of prolonged delays but has lately been progressing nicely. The current pause in updates is specifically for Edgar to work on a fully featured generic Spriter implementation, which hes working on now. Once finished it will be released as open source and should make it very fast and easy for any developer to port full Spriter support to any particular authoring system. Once Edgar is finished with this generic implementation he'll be working directly with the developers and communities of all popular authoring systems (including Game Maker) to get Spriter fully supported asap. We cant give a reliable time estimate for when the generic implementation will be finished, so stay tuned for updates once Edgar has specific milestones of progress to report. cheers, Mike at BrashMonkey1 point -
I have been following the creation of spriter since the beginning... payed for a early lic, and patiently waited on the finished product. I would periodically pop in and download the new releases and play around with them... get started and then some plugin for C2 or the method of insertion would change, things would break and.... well. lets just say I continued to wait. Yesterday I downloaded the most recent "stable" update and i must say you guys have done a great job! I will be recommending this to anyone looking for animation software. and... im sure i will be asking for help using this amazing tool in the near future. please have mercy on me. lol1 point
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Welcome to the new Spriter forums.
XRumerTest reacted to Mike at BrashMonkey for a topic
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 BrashMonkey1 point -
Just wanted to say thanks
AlisaMesy reacted to mattcusprime for a topic
About 2 years ago I started teaching myself programming in order to bring an idea to life that I had had for a long time and was really just a pet/hobby project. Thanks to your software and art packs I have really been able to make it breathe; granted it's totally a self funded non-commercial project at the moment, but I am really enjoying it. I added a little creditation on the site, hope you dig it. Anyway, hopefully it will be a success and I know Spriter will be. Thanks! Check it out if you can, I put it in the works in progress forum as well. http://www.snesexplainseverything.com/1 point -
I still have issues on running this on windows on intel gpu, but none under linux. thought r2 might fix it, guess not. Perhaps its related to the frameskipping problem mentioned above.1 point
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Hi there, as I am using Spriter release 1 on Linux 64 (Ubuntu 14.04) I have encountered several issues that I'd like to list here. I hope it's okay to list them rather than spamming the forum with every single issue: - While setting sprites to bones (pressing and holding B) the tiles get deselected randomly. It seems that the link from bone to sprite still works, but the highlight seems to go haywire, sometimes blinking on and off, so it's hard to see which pieces are connected to the bone. I assume this is some mouseout check fail to deselect, where it should not be faded when it is selected with the bone - When I clicked on a sprite with the right mouse button, in the menu I selected "Lock sprite", and it was permanently locked. I was not able to select it and unlock it. Even other methods didn't work to unlock the sprite. - Maybe it's just me, and my resolution of 1366x768, but the export dialog seems unnecessarily big. There is a lot of empty room that might be cramped down, so I will be able to directly hit the save buttons, rather than be forced to move the window further up past the screen borders to reach the lower buttons - When holding Space, in order to move the canvas with the mouse by clicking it (with the appearing hand) there is a distinctive lag, causing the canvas to be moved not directly at click, but a little later. The mouse just moves for around half a second before the canvas finally starts to move with it. Oh in fact, this only happens when I do it quickly, like I can see the mouse slightly blinking before it finally goes into the canvas movement mode. Maybe it is possible to make it directly move? - The scrolling speed of the scrollbars within the canvas are ridiculously sensitive. I barely move the mouse, which causes my image to swish by. The only option for me to conveniently scroll the canvas is to use the Space bar with the mouse, because holding and moving the scrollbars is not helpful. Clicking the buttons in the corners (not sliding but stepping through the scrollbar scroll) is okay, but very inconvenient. - Once I made the mistake to hit "Disable OpenGL", which resulted into not being able to restart the application. It crashed with a segfault and a million log outputs (sorry, don't remember them and don't want to try it right now). I only was able to set it back when manually finding the configuration file and setting the option back on.1 point
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Hi guys, First of all, I wanted to say that Spriter is absolutely awesome and that it's probably the best gamedev related tool I bought. Anyway a while ago I made a C++ importer that wrapped QGraphicsItem and loaded a json file similar to the scon file. The thing is that it relied on a spritesheet generated by texture packer. I'd like to adapt it and make it available to the Spriter community and the way I see it there are three options to do this: [*:12nknt5r]Wait for the texture packer support [*:12nknt5r]Load the files separately [*:12nknt5r]Run texturepacker myself and generate a separate json file that describes the rectangle of each component I'd tend to go for option #3, but I wanted to ask for your opinion as well. Cheers, kiwi1 point