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Showing content with the highest reputation on 06/12/2015 in all areas

  1. Hi everyone, We're proud to announce the release of our 4th Spriter Animated Art Pack, and the last in our series of Platformer based Art Packs. Our new Run N' Gun Platformer Pack is geared towards anyone interested in creating side-scrolling action or platformer games where the player has a gun-like weapon. This is our most content-rich Art Pack yet, featuring several variations of a fully animated player character, brandishing either a gun, an arm cannon, or a sword, as well as a large assortment of basic enemies, a couple of boss style enemies, and an assortment of pick-up items and effects to add additional visual goodness to your game. Here are a few reduced size, reduced color, 24 fps GIF exports of some of the animations available in the Art Pack. But you can preview the full art pack here (There might be a long initial loading time (over 100MB of content), but once the first frame is finished loading, the remainder of the preview should be much faster) Don't forget, this new Art Pack doesn't just benefit those who purchase it. All who purchase Spriter Pro also receive Essentials versions of all of our Art Packs, and this one is no different. The new Art Pack is actually so content packed, that even its Essentials version nearly doubles the amount of art content that is provided for free to Spriter Pro owners. If you have already purchased Spriter Pro, you will receive an email with a links to all of your Essentials packs including this new one. You can preview the Essentials version of the Art Pack here. And speaking of Spriter Pro, don't forget, its official release is November 11th, which means that in just 5 days the Early Adopter Sale ends and Spriter Pro's full price of $59 will go into effect. This is the last chance to take advantage of this greatly discounted price, so tell all your friends and fellow game makers! At this time the prices of all of our first party Art Packs will also be increased. As always, thanks everyone very much for your support and for your patience as we continue to add more value to Spriter and reach this important milestone. We couldn't have done it without your help. Cheers, Mike at BrashMonkey
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  2. i'm experienced in construct2 and just viewed much of the spriter video tutorials and manual, and i have two questions that i'd appreciate even just any very general answer to for now, just to get a sense of understanding of what i'll be doing i plan on having a character creation system in my future construct2 online fighting game, meaning that in a character creation window the player selects a slot, then a body type (male, female, child, teen, adult, giant, monster), then a face, hair, helm, mask, shirt, gloves, pants, shoes, back, weapon, and name i plan to start humbly with a basic adult male and work out the basic poses and animations for a generic fighting style that every character can share since much of the gameplay variance will come from the body type anyway (smaller= faster but weaker, less reach but harder to hit, bigger= stronger but slower, more reach but easier to hit) and i assume that after not only completing but perfecting the adult male, i simply copy all those animations into another body type's folder, replace the adult male body part images with that other body type's images, and then shrink or enlarge the skeleton all at once for all animations at once so that the look and scale of each body type will automatically be correct in-game, collision boxes, tags, sound effects and all, possibly just with a bit of manual adjusting since some body types are taller/short or thinner/bulkier than others which may cause some limbs to go out of place if i have that right, my understanding of outfit swapping is that i have to animate everything with everything already on, meaning with a placeholder/example helm, mask, weapon, etc., but from my understanding so far, this is only so that i can replace, for example, the helm image in the spriter program itself, but what i want to do is tell spriter or construct2 that -many- images could possibly be that helm image, and then i'd like construct2 to be able to swap between those helm images with events. or else something similarly efficient anyway the manual states: "Once all these character maps are finished you can “stack themâ€, meaning make more then one of them active at a time to simultaneously change the entire wardrobe/equipment set of a character to any of countless possible combinations! Spriter plug-in's for most authoring systems will eventually support this functionality at run-time, so you'll be able to make games which can combine Char-Maps on the fly based on player decisions and actual game situations." the last sentence makes it sound to me as if what i want to do isn't possible yet, or maybe that it just isn't as easy yet 1) so my first question is: in general terms, what can i expect to be the way that i'll tell construct2 to swap and save body part outfits? for example, spriter tags, or construct2 instance variables, tags, functions, or global or local values, so that every time construct2 loads a character it checks for the currently-assigned global SLOT value (1,2,3,etc.), BODY (male adult, female teen, etc.), FACE, HAIR (bald, short, long), etc., but then i'm still unsure whether that's possible yet using spriter's char-maps, or if i'm indeed waiting for a future spriter plug-in update secondly, i plan on so many extended voice-acted lip-synced cutscenes that the game's story mode will be half cartoon show. i reviewed the brief spriter video tutorials and manual sections on the papagayo lip-syncing and played with it myself, but i'm again not yet sure that its actual construct2 functionality is as intuitive as i'd like for example, i wonder if i'll literally have to have a separate 'animation' in spriter for every single line of dialogue i want lip-synced by every single character, resulting in a massive amount of copies of each character's 'idle' pose, each with its own papagayo dat file. that could be okay if i keep organized and get used to the workflow and if it doesn't pose some sort of memory issue since they're all the same little images anyway, but i wonder if there's a way to just have a folder of hundreds/thousands of mouth animations alone, that i can then replace any mouth with, and, also, what the functionality would involve on construct2's end, such as, again, the use of tags or something to determine mouth changes alone, which are always pinned or position set to the face 2) so my second question is: again, in general terms, could you give me a rough idea of what the most optimal lip-sync workflow between spriter and construct2 would be like? again, just looking for very general guidance. i'm used to figuring out the nitty-gritties myself. thanks
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  3. Kiori

    FBX Export

    Have you guys thought about creating an fbx export feature? It could really streamline the usage of spriter with many engines out there. Breaking the imediate need for engine specific implementation.
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  4. Dengar

    Spriter for Unity 5.0

    :O That sounds pretty awesome. I'll be sure to make some time to incorporate it ASAP when it's finished.
    1 point
  5. Hi Everyone, We're pleased to announce that our 4 fully animated Art Packs for use with Spriter are now available on Steam as of 4 pm today. June 4th EST. In conjunction with their Steam release we're also introducing a new, lower price point for them and all future art packs, not just on Steam, but on our own Web Store and on affiliate stores as well. Here are previews of all of the currently available art packs, along with their new prices: Game Effects Pack $12.99 Basic Platformer Pack $24.99 Adventure Platformer Pack $24.99 Run N' Gun Platformer Pack $24.99 In addition to this substantial price reduction, in celebration of their introduction, all art packs are currently on sale on Steam for 50 percent off, making this an excellent opportunity to snatch up these royalty free Spriter animations Packs for your current and future game projects at an unprecedented low price. For those who have already purchased one or more of our full Art Packs from our web store or any of our affiliates (Not Steam) BEFORE they became available on Steam, please keep an eye out in your in-box for an update email (for the Art Packs you purchased) automatically upgrading it to drastically increase your content. Here's what to expect: If you already purchased the Effects Pack, then you'll receive the Basic Platformer Pack for free. If you already purchased any one of the Platformer Packs you'll receive all other Platformer Packs for free. If you already purchased any of the bundles of 2 Art Packs then you'll receive all the other remaining Art Packs and the next Art Pack we release as well for free. If you purchased the all Art Packs bundle you'll receive all current and all future art packs we release for free. If you purchased more than one art pack, but one at a time you should qualify for numbers 3 or 4 above, then please email support@brashmonkey.com with the details of each purchase and make the subject title of the email “Art Pack bundle equivalent upgrade” (without quotes) And we'll upgrade your product description in our system and send you the additional art packs. If four days from now you still haven't received your automatic upgrade email, please contact support@brashmonkey.com with your original purchase information for your art packs or bundles and make the subject title of the email “Did not receive art packs upgrade” (without quotes) In related news, we're currently working on 2 new Animated Art Packs which we plan to reveal more about within roughly a month. Cheers!
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  6. Hello! I created animation what are i like mostly with 200% Spriter play speed. Is there any way to make my gif with same play speed without change all my keyframes manually? Some scaling option or something in export settings?
    1 point
  7. Hello my fellow 2d animators. Quick question: I was browsing steam, saw the sale for spriter, looked it up, thought the program was interesting because it follows my work flow. My question is however, is there a differance in the how the steam version handles licensing and restrictions? If I get the steam version, is it just like a normal program and I'm just buying it from steam, or am I required to launch it through steam or have steam running running in order to use it? If its the former, will I get a program key that will work with the normal version?
    1 point
  8. Hi, I'm wondering if there is a plugin or plans for further development to support exporting the animations to various or at least on type of Video file? Etc . Avi. This is useful to share the current phase, look and feel of animations with others in our team while partnering for a project. I know there is an export to animated GIF function but this does not cover it completely. I mean wouldn't it be nicer to have export to a video file support? Please correct me if I'm missing something or point me to a plug-in. Thanks a lot,
    1 point
  9. I have an annoying bug in windows 8.1 When I set the interpolation curve of a parent object to something other then linear, the IK targets on the children move out of place. It's a spider so there are a lot of legs and a fairly deep hierarchy. I can set the interpolation for the timeline as a whole but this isn't ideal since it's messing up the timing for all of my secondary animations. My workaround right now will probably be to manually animate the legs, which is a HUGE pain. Hopefully that can get hammered out in a future release.
    1 point
  10. lucid

    End of year update

    Happy New Year! This was a big year as we released Spriter 1.0 and are now on Steam. We also released two new Art Packs, a new promo video, and a new site and forums. Now that the foundation is set, 2015 will be an exciting year for Spriter Pro owners. We already have some amazing unannounced features in the works that we can't wait to share once they're ready to be unveiled. I'm currently focused on creating a working, fully featured and well documented reference implementation. Once finished, this should make creating full Spriter support for any particular authoring system trivial. And we'll be focusing resources and efforts into helping developers port this to as many languages and authoring systems as possible. Originally we were going to make this a barebones implementation with support for all Spriter Pro features, but we've decided to take a bit longer and include several implementation and playback features that most developers will want in their arsenal. Sorry for our slow response times on the forums and tech support during the holidays. Don't worry, you haven't been forgotten, and we will respond and help you resolve your issues as soon as we can. We also realize there are a few open bugs with Spriter R2, and we'll do our best to fix them as soon as this implementation is complete. On a final note, the Steam Sale ends on January 2nd, so there are only two days left to get Spriter Pro for 50% off. Also on BrashMonkey.com Spriter Pro and all of our Art Packs and bundles are also 50% until January 2nd using the coupon code HAPPYHOLIDAYS. Thank you everyone for a great year, and we look forward to making 2015 an awesome year for Spriter users.
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