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Showing content with the highest reputation on 04/20/2015 in all areas

  1. Hi! I want to buy the PRO version but the gui looks pretty bad and complicated work with the program. the other problem is that the final version works very slow and also tried b11 version. the b9 version works well graphically but all have the problem gui. i've a macbook pro retina display Yosemite 10.10 I hope you can help me because I am very interested in the program
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  2. Deprecated : Use Reference Implementations pinned in this forum Hello again everyone, This is the preliminary edition of the scml documentation. It takes the form of an interactive document with a side by side of pseudo code and the scml format specification. This will be expanded over the coming weeks with detailed descriptions of the functions and dom elements being described, but as is, it should provide a good jumping off point for developers creating implementations, and also for anyone attempting to update or troubleshoot an implementation. I'll be out of town and away from my dev PC for the next few days, but when I return this document will be continually updated along with Spriter to be as useful and clear as possible. In the meantime however, I'll provide you with a few key points to get you started. â—¾the document is written in a c-like pseudo-code ignoring as many language specifics as possible. This means there is no concept of pointers or references. brackets[] at the end of a type name indicate an array â—¾float, int, string are intended as general types and can be replaced by double, short, cstring, etc as you see fit â—¾as all xml parsing will be language specific, this is not addressed in this document, however, the scml and code are side by side. Where the data structures should contain information directly from the file, those items are highlighted, and hovering them reveals the relationship to the scml file. The pseudo code is released to the public domain under the cc0 license. This means you are free to use it in any way you see fit. ("You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission") There is a checkbox to hide the scml side, so you can copy paste the code into your IDE or text editor, do a few find/replaces, and you have a basic scml implementation you are free to release it for anyone to use or keep for use in your proprietary engine for your game. This version only includes a Set Current Time, and Apply Character Map function, and provides a data structure to translate spriter data to be drawn at the position and orientation of your character on screen. In time this will be expanded to provide a full suite of features to make your playback engine as complete and powerful as possible. This document is the first part of a larger strategy to get Spriter universally supported on all platforms, languages and authoring tools, and we will get into those in greater detail over the coming weeks. view the documentation here: http://www.brashmonkey.com/ScmlDocs/ScmlReference.html and please leave any feedback in our forums
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  3. Ryusui

    IK Anchor/Locking in R3?

    I just noticed that the IK Anchor/Locking feature that used to be in Spriter appears to be gone. I right-click on a bone but I get a completely different menu from the old Anchor/Lock Scale/Lock Rotation one. What happened to it? Was it removed, or was the interface for it simply changed/moved? I can't find anything in the documentation about it.
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  4. Hello I need someone with pro version of spriter to save my project with diffrent scale, 0.4, 0.6 and 0.8. Its an animation from Don't Starve game, I'm making mods for that game, but this mod needs resized animations, and that can't be scaled by game, cause then it scales all special effects on it to and it looks very bad. Contact me on steam if you want to help me out with this: http://steamcommunity.com/profiles/76561198027077262/
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  5. Hi, Spriter team and community, I'm in the middle of writing an email to a friend, and I just realized I have no idea what to call the output of Spriter to differentiate it from other kinds of "sprites". Is there an official name or phrase for these besides the somewhat clunky-sounding "Spriter sprites"? Going by the blurb on the main Spriter page, I would assume it's "modular sprites", but I've never seen that actual phrase used anywhere. I was thinking something like "skeletal sprites", but that sounds more like something that's not finished yet, like the early stages of a sprite. Besides, not all "Modular sprites" use bones... Also, I'm not sure if we need to differentiate from the output of similar tools, like Spine, or just use a generic phrase that covers the whole concept, then differentiate using "Spriter <phrase>" vs. "Spine <phrase>" etc. Anyone want to weigh in on this one? Mike? Edgar?
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  6. How long until the construct classic plugin is released? Thanks. we have been waiting for a long time, is it coming?
    1 point
  7. reading the litle. thank you reading my question and coach me. :-P
    1 point
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