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Showing content with the highest reputation on 06/25/2015 in all areas

  1. Hi, I would like to know how the mmf2 integration will work in the future. Also, I spend my time both at home and in work, so I would like to know if I can use the serial more than one time. Thanks a lot!
    1 point
  2. loudo

    Copy/paste

    Well, I don't know if there is an efficient way to achieve that. Let's say I have an object on a timeline and I want to add an other object, I only have to drag and drop the file on the frame I want to add it. But then, I want a new occurence of this object in an other frame, is it possible to only copy and paste instead of drag and drop it again ? I tried to copy/paste but it seems that it also copy/paste the first object. So I would like to copy/paste only one object. EDIT : the key all and the key selected buttons don't create a frame for objects with empty frame when there is already a frame of an object.
    1 point
  3. Hi, I noticed that for some implementations of Spriter, things are not kept up to date anymore, like with the Haxe implementations, I don't see the timeline easing implemented. Is there a way (or maybe this can be a new feature) to be able to add frames to an animation into the number of frames desired with easing applied? For example: If an eased animation has two frames, and I'd like to easily add 6 frames in between with the proper easing movements applied on the sprite parts and keyframe positioning so this easing feature is still useful for those whose platforms are not too actively supported at the moment?
    1 point
  4. 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
  5. Amazing, Awesome, Stupendous stuff Dengar! You're a treasure to the Spriter community! :) Cheers, Mike at BrashMonkey
    1 point
  6. Apart from the bugs in the reference code, I think it's still pretty much valid and should just need adding to with new features. My Shiva implementation is in C++, but using Shiva API's for image, object and screen manipulation as Shiva is a 3D environment, not 2D. I've had to modify some of the reference data structures to make sense in my environment, mainly around the timeline, bone and object keys, as turning 2D images into 3D objects but still treating like 2D objects requires some lateral thinking, and coding. I started with the generic C++ code! but have virtually rewritten it all as my deviations for my environment were turning it into spaghetti code, and I wanted to stay closer to the reference implementation. So overall, the basic algorithms and data structure are sound. It's getting it into your runtime environment that takes all the work.
    1 point
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