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Showing content with the highest reputation on 05/06/2015 in all areas

  1. Simply put: when trying to copy/paste properties between keyframes, the property field being copied from/pasted too will catch the key event (and mess up your animation) unless you've cleared focus by clicking somewhere outside the field. This is compounded somewhat by the fact that pressing enter/return while an input is focused doesn't clear focus as with many applications. For this reason, timeline controls are ideally constrained to keys that are considered invalid inputs on the most commonly used input fields. IMO, the "QWERT" row would be much better suited for timeline manipulation, though I suppose it could also be a togglable(toggleable?) option.
    2 points
  2. sorry that am posting this here but am still getting used to using forums ( noob ) so! I have been working with Spriter2Unity for a while and I have noticed something very critical to optimizing Spriter to work with Unity better! In Unity, when using a texture map ( graphic ) it will do a Draw call ( which is pulling that graphic from the game database ), I have noticed something when I use Spriter2Unity, it draw call all the parts of what ever graphic that was made inside spriter into the frame, meaning ( if a character is made out of 20 parts, it will cost 20 draw calls ) for a cellphone game 100 draw calls is a bit too much so 20 is too much for a single character on screen. the solution is! Unity can slice a single texture sheet to many parts for sprites use, and lets say a map for 4000x4000 has like 100 sprites all these sprites will be a single draw call! but in different batchs. still a SINGLE draw call! so! if there is a way that we can make spriter slice parts from a single sheet, that will even improve the workflow drastically. for editing, a person can just open a single file, color pick and edit on the fly but when having so many stuff in different small files it will be a bit tought to edit stuff. tell me what you think guys!
    1 point
  3. Hi, (Please skip to the paragraph with font in red to start reading about my question); We're a team of two guys trying to make our very first game. We use Unity in 2D setup as our game engine... I'm the one producing graphics & animation & overall artwork... I have done numerous character creations and animations up to now and some basic level&background scenes/setups. Our level is going to be about 20.000 pixels wide in total. Not mentioning height since the game is side scrolling platformer and the height of levels is irrelevant to level length in terms of dimensions. I'm comfortable with using Illustrator CS4 and plan to design whole one level in it. So, please do not suggest me to change the software I'm working with. I need a method that can be applied for Illustrator. Here is the scenario that I need help with; The level I'll be working on is going to be approximately 20.000 pixels wide in total (the later ones can be wider). But, maximum allowed artboard dimensions in Illustrator is 16.000 pixels wide. Fine, I'll scale the whole work to 1/2 and the width makes 10.000 pixels, thus, comfortably fitting in the maximum allowed width for the artboard and allowing me to work on it as a whole. 1) How I'll go about exporting the background in actual dimensions to be used in Unity and actual game?... Because when I'll export it, it should be reverted back to 20.000 pixels width and therefore Illustrator will not allow me to export this because of the limitations. And there is no function such as "export to target dimensions/scales in pixels" but PPI settings. PPI will not work since it's useless to render it in 150 nor 300 PPI since it won't be used for printing purposes but screen. 2) I can export it in exact 1/2 scaled dimensions with 10.000 pixels wide in total. But what happens when we import it in Unity and scale it 2x?... It will eventually be distorted since it won't act as a vector drawing anymore and also RAM & System resources usage / performance issues may occur with such big images (I'm not sure with this part since I'm not experienced with optimizations for performance regarding a game.) 3) MAYBE THIS IS THE SOLUTION BUT I'M NOT SURE; I can divide whole level in two parts each 10.000 pixels wide(or say, 4 parts with each 5000 px) with 1/1 scaling. Then comes my actual questions, will my friend working in Unity, be able to align those two parts back to back and join them in Unity without a problem?... Is this the convenient way of doing this so that if we have, say, 40.000 pixels wide level, can I pass the background image to him in 4 parts? Will this also save us for optimization purposes and will this method work for using system resources in a better way? Thanks for all the replies and suggestions in advance; Cheers,
    1 point
  4. deadhorse

    Spriter essentials

    Ive recently purchased spriter pro and noticed on your site that it includes 260 free spriter animations but I cannot find them.I have been looking around the programme but find no animations at all. so I am wondering if you can point me in the right direction for these I also noticed you can get spriter essentials are these the same as the free spriter animations or different if they are different can you point me in the right direction to get these as well. thanks
    1 point
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