Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 01/24/2021 in Posts

  1. Hello everyone, We had hoped to post this announcement along with the latest build, but there's still a bit more to do before it's ready. However we can update you on the progress of Spriter 2 and a couple of other relevant details about the upcoming builds. First, I will be moving home and office to a new city in July. Unfortunately, this means after the upcoming build, we don't know when update builds will be released until after the move. On a happier note, there is not that much left to do before Spriter 2 is out of alpha, and onto a feature complete beta. There may be some minor features added during the beta, but it will essentially be version 1.0 aside from bug fixes, documentation, runtime implementations, and non-Windows OS's. We still won't be giving an ETA today, but these are the remaining features before the beta. Each feature may take longer than one 2 week release cycle, and won't necessary be released in this order, but it should be easy to follow progress until the beta from here on out: Image swapping (in progress) Linking deformers Hierarchical deformation Sub-Entities Miscellaneous workflow and UX enhancements (smaller, simpler features that will be quick to implement) 1. Image swapping This is what will be included in the release I'm currently working on. Image swapping will work somewhat like it does in Spriter Pro with the pop-up image selection bar, but much more customizable. For instance, if you have 3 frames for a head turn to the right , you will be able to create the full 5 frame left to right head turn, mirroring and positioning each frame, and then placing them on the selection bar in whatever order makes sense to animate with: 2. Linking deformers Currently, you can add a single quad or bezier patch deformer to one or more images. This feature will allow deformers to share their control points allowing you to link one or more deformers together to deform objects of arbitrary complexity, simulate perspective, etc. 3. Hierarchical deformation Currently a deformer can be the child of a single bone, this feature will explore how far this can be enhanced. The goal will be allow defomers to be the children of strokes or multiple bones. We will also explore the feasibility of whether we can make deformers be children of other deformers. 4. Sub-Entities This will be an enhanced version of the experimental that was in Spriter Pro. It will allow you to create sub-animations that can be controlled from within other animations. For instance, you could animate a head turn using multiple images, deformers, alpha fading, etc, and then tie it to a single slider that can be used to turn your head at any time. Unlike Spriter Pro, the inner-workings of this and related features are part of the DNA of how Spriter 2 was designed under the hood, so the workflow should feel seamless by 1.0. This was originally going to be an Alchemist-only feature, but since things have been delayed by so much longer than anyone anticipated, we wanted to give something back to everyone who's been so patient all this time. 5. Miscellaneous workflow and UX enhancements These are several smaller features, enhancements, and just the final touches to other features that are needed to flesh out the program and make it feel complete and easy to use. There are several, but some examples are: Export options such as trimming, etc to flesh out the export to image/video feature Ui missing for any feature that currently requires a keyboard shortcut Better timeline visibility options to filter to current to the current selection, be able to arbitrarily expand the timeline size, etc One last pass on the save format to mark it as final. We also want to separate the format into editor-specific and runtime sections to make it possible to save even smaller saves for runtimes, while maintaining the ability to have feature rich saves of future editor states. Once again we want to thank everyone for your support and patience. We're on the home stretch now. We hope that you enjoy the final product and our vision for how easy and fun a powerful 2d animation program can be. There is more planned for after 1.0, but we'll save that for after its release.
    3 points
  2. I don't think we getting Spriter 2 anytime soon are we? How many years we will wait any ETA on it? Has it become a vapor-ware? Thanks for the hard-work but its been just too many times and years we been waiting for it. Version 0.0.0.30 only after so many years. .How many more versions?Every 2 weeks we only get +0.0.0.01 version upgrade .now if we count by the version number releases, lets calculate when it will reach 1.0 releasese version. Hmmm in unknown future. Are you facing planning problems? Or real life is huge mess? Even an asset on unity asset store gets production faster than this from a kid. Does existence of software like spine or such just makes u feel you not going to make it? Sorry about ranting but man how about promise something that you can keep? Keep your own words? False promise will drive away customers. I previously mentioned how spine coming to the market after you took the industry away from you. Even the COA tools from blender by one man does lot of things. Don't get me wrong but someone needs to point out what you guys could have done and what you are at now. Sorry again for ranting but I think spriter won't see the light of the day and when it does there will be no need of it who knows. Regards, jony-A frustrated customer
    3 points
  3. Hey guys, I'm not sure how many people will actually get use out of this but I've been working on throwing an implementation together for use with a pixi.js project I'm working on. I've published it to npmjs and the repo on Github is public with (somewhat) documented code. It's feature-complete (yet) and still a work-in-progress but hopefully someone will find this useful
    2 points
  4. Yes, that is exactly what I'm talking about. I would love to have a lot of options. The character creator is great, but it only has a handful of options when it comes to hairs and such. Dresses, civilian/villager closes would be nice too. In my opinion, you guys made a very powerful tool here and you should expand on it. I'd like to be able to populate an entire game. Character game hub has something like this, but that is for RPG maker. On top of that, I really like that with this I can make larger resolution (128x128) characters and it has other animations, like idle and activate. I don't really care much about the portrait character though. I would like to have other aimations as well, but I think that's pushing it lol. Attack, jump, take damage. All the needed things to make an action RPG. Those would be amazing and I would pay for that expansion gladly.
    2 points
  5. New rigging and animation features coming to the next Spriter 2 alpha build Have a safe and happy holiday, everyone! Music provided by Argofox: Meizong - Helios https://youtu.be/_CwzyhZ5JHU
    1 point
  6. OH, You're talking about exporting the full frames OUT of spriter, and then using the exported frames in a game! The trick is the custom crop settings.
    1 point
  7. Hi folks! I am an independent game maker working on my own game, but I do not have time to do all of the work myself. What do I need help with? I need an experienced Spriter Animator to create character animations using our already rigged characters or create various Spriter animations from scratch. This is a paid job. Mostly piece-meal work. I will give you a description for what we are looking for, the animator will provide a quote (estimate of time and cost) for the individual work package. Preview of the animations via animated gif or video is fine, and the the final delivery will be the functional .scml file. A work package could be a character or inanimate objects with one to multiple animations. How to apply? Send a private message to me with a link to your Spriter samples and your per rate expectations (e.g. $n per hour or $n per single character with n animations, etc.).
    1 point
  8. Thank you for your patience everyone. I'm fully settled into the new place, and all the issues that were preventing me from working have been resolved. Releases should be roughly every two weeks again, beginning now. It may take more than one release per item, but here are the remaining features that will be implemented before the beta. From there it will just be bug fixes, working on initial implementations, and making small quality of life changes until 1.0. Image swapping Linking deformers Hierarchical deformation Sub-Entities Miscellaneous workflow and UX enhancements (smaller, simpler features that will be quick to implement) 0.6.0.0 Change Log Additions Added the ability to add additional images to a texture set and swap between them: While in rigging mode, right-click a mesh, and select add image to set, and click and drag an image as usual from the file palette. When you confirm the position of the new image, it disappears. You can now right click on your mesh, and mouse over select image to choose between all the meshes in the set. Each textures's relative position, angle, and flip (more on this below), is retained, and you can edit this by choosing the image you want to edit, right-clicking the mesh, and choosing reposition mesh. While in rigging mode, you can also re-order images by dragging and dropping them in image picking dialog. Added the ability to flip meshes horizontally and vertically: When editing mesh position (either before confirming for the first time, or by right clicking the mesh and choosing reposition mesh), you can right click the mesh, and mouseover one of the flip icons to flip the mesh. This menu won't disappear until you click away from the menu or confirm your mesh, so you can toggle both axises freely without having to right-click again. Clicking an a flip icon while already hovering it will toggle the flip again. The image will also be displayed flipped (or not) in the image picking dialogue. Smaller additions, Changes, and Enhancements Added the right click options from Animation Mode to Rigging Preview Mode, so you can now edit colors, opacity, z-order, and swap images while previewing your rig. Added a small indicator on parent strokes when editing child strokes and child bones, to show where along the stroke the child object is attached. Added an icon to confirm mesh when editing the position of meshes. Alternatively, you can still just double-click to confirm a mesh as well. Cleaned up right-click menu for meshes in rigging mode, completely hiding options that aren't available depending on whether you are currently editing a meshes position instead of dimming them. Color dialogue now appears offset from the mouse for easy reach while not obstructing the spot where a mesh was clicked to bring up the dialogue. Bug Fixes Fixed a bug where attempting to add a stroke with a child mesh to another stroke would fail and leave the program in an unstable state. Fixed a bug where children of strokes would still reevaluate their relative positions when moved outside of rigging mode resulting in incorrect behavior and shifting movement on other keyframes. Fixed a bug where redrawing a stroke in Rigging Mode would alter the position of child strokes and bones. Fixed a bug where adding a child stroke that had a mesh child of its own would distort the child mesh. Fixed multiple related bugs dealing with nested stroke hierarchies shifting unpredictably when parents or children were altered. Fixed a bug where the "drives" shortcut was not working in the file dialog, making it impossible to switch to other drives. Fixed bug where projects with ligament rigs would load improperly. Fixed bug where it took multiple undos to undo the creation of a stroke. Fix a bug where after the creation of a stroke, it wouldn't be visible until an attempt to redraw the stroke. Fixed a bug where you couldn't add a second non-deformable mesh to the same bone. Known Issues Meshes above a certain number of verts cause pin deformer to fail and leave the program in an unstable state Undo and Redo don't always function correctly with the new features Changes to z-order in rigging mode not reflected in animation Occasional visual glitches while editing animations Save and Load not working reliably in all situations Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now. When changing curvature of a ligament with real-time preview in Rig Preview Mode, display temporarily changes to whatever image is set as default in the rig
    1 point
  9. Awesome. Thanks for all the information, @Mike at BrashMonkey ! Yeah, I realize the Spriter applications are used for animating, and not for image design. For now I outsource all my art. Most games I go with pixel art(love that old school vibe), and lately I've been working with more vector art. So no worries there. I can use Pro Motion NG for pixel art, then find something for vector art, if needed(mostly just work with pixel art). Just trying to figure out which applications to use for what, as I take on more of the artistic side of things over time. I sent an email out to Jan over at Cosmigo earlier today regarding the installs allowed under a single license. Just waiting to hear back regarding that, and then I'll go ahead and place an order with BrashMonkey. Thanks for your help clearly answering my questions! I'm sure I can figure out pretty easy way to cut, copy animations to do what I need to do. I'm currently working in Construct 3. So I'll also look into plugins/APIs/whatever is needed to use the tweening features directly in the engine Hope you are having a fantastic day!
    1 point
  10. Hi everyone, The move that had paused Spriter 2 progress is now mostly over, but there are ongoing necessary renovations slowing progress significantly. I've been able to start making slow, steady progress again for the last couple of days. And in a week or two, when the renovations are complete, I should should be back to work unhindered and under much improved working conditions than prior to the move.
    1 point
  11. I see. I'm still hoping that it will happen in the future. I'm off to look for alternatives then. Thank you for your honesty.
    1 point
  12. Hi Everyone, This will evolve into an official "troubleshooting list" which I'll update with the most frequently reported issues and their solutions. If you do not find the solution to a problem you're facing with Spriter in this list, please report it in this thread. Thanks. 1) Spriter refuses to open! (Windows) We've heard from many users that installing the trial or full version of Adobe creative suite./Photoshop resolves this issue! It must install the dll file that Spriter needs during it's install process. https://www.adobe.com/sea/creativecloud/start-with-free-creativecloud.html If you don't want to or can't install the Adobe creative cloud, then please do the following: Please install the Visual Studio 2013 C++ runtime. If you are on 32 bit Windows you only need the 32 bit version (x86). If you are on 64 bit Windows, you will need to install both the 32 bit (_x86) and 64 bit versions. http://download.microsoft.com/download/0/5/6/056dcda9-d667-4e27-8001-8a0c6971d6b1/vcredist_x64.exe The 32 bit version can be found here:http://download.microsoft.com/download/0/5/6/056dcda9-d667-4e27-8001-8a0c6971d6b1/vcredist_x86.exe IMPORTANT: If you try to install Visual Studio 2013 and the installer says you already have a newer version, then you need to uninstall the newer version so that 2013 can successfully install. Windows update will later install the latest version, but you'll keep the DLL Files Spriter needed. 2) When I re-open my Spriter project, some or all images are missing! Don't forget, Spriter files are only text files that store coordinates, angles etc, and only make reference to the image files that are being used. This means if you move the image files to a new location (or delete or rename them) OR move the Spriter file to a new location separate from where the images were, the Spriter file will no longer be able to find the images that it needs. For this reason, when starting a new Spriter project, always create a folder just for that project, put all the images you'll be needing in that folder (organized in sub-folders as needed) and then create your Spriter project/file into that project folder you've just created. 3) When I start Spriter, there are graphical glitches or a black canvas area and I can't drag my images to the canvas. There is a known graphic-driver compatibility issue that especially effects some Macs that causes these types of problems. Try choosing View/Disable Open GL from Spriter's menu and then restarting Spriter. This will hopefully resolve the problem. We'll continue to try to improve performance and compatibility issues with future free update builds. 4) When I try to export a finished animation as PNG images, GIF etc. Spriter hangs up or crashes. This sort of problem can be caused by a couple of different reasons: Spriter might be running out of memory during the export process.. This limit will depend greatly on your hardware's own specs, but trying to reduce the scale of your project, the desired FPS or changing the cropping of your animation to a smaller custom rectangle might resolve the issue. A French Spriter user recently discovered that having Spriter installed in a folder that uses non English characters such as "ç" or "è", or having your Spriter project folder of image sub folder names etc including such characters was the cause of crashes they were experiencing while trying to export his animations.
    1 point
  13. Every frame can have totally different objects and/or hierarchies of parent and children. If you ad an image to the first key frame it is not automatically added to everything. Please watch this video:
    1 point
  14. Welcome Sir. Unfortunately there's no way to do this to many objects at once. There is, however, a way to change ALL of the positions of all objects across all frames uniformly, which you do my holding the M key and left clicking and dragging on an empty spot of the canvas. This will move the zero/zero central coordinate relative to all objects across all keys, which is actually moving all objects uniformly.
    1 point
  15. you can use blender to do similar things
    1 point
  16. 0.0.0.31 Change Log Additions Added stroke-based hierarchies and rigging. (Video tutorial coming soon. To use, while in rigging mode, Alt-Shift-Left Click and drag to draw a stroke. While a stroke is selected, hold B and click a bone or mesh to add it as a child. In Animation or Rigging Preview Mode, select a stroke and shift-click to redraw/animate your stroke) Known Issues Meshes above a certain number of verts cause pin deformer to fail and leave the program in an unstable state Undo and Redo don't always function correctly with the new features Visual bug when dragging out new images. Sometimes image disappears momentarily Double entries for images in z-order Changes to z-order in rigging mode not reflected in animation Occasional visual glitches while editing animations Save and Load not working reliably in all situations Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now. Dragging out more than one of the same image doesn't function correctly.
    1 point
  17. Ah. I either created and lost, or never got around to creating a little set of gifs that showed common issues like this, and how to solve them. If I remember correctly this could be the texture coordinates being reversed in that engine? Try changing every pivot point to (pivot.x, 1.0 - pivot.y) as you load it (essentially flipping the pivot on the y axis).
    1 point
  18. hello @brinsleylogic, it looks like it might just be the opposite rotation angles for that framework. Try taking the negative of each angle when you load the file and see if that fixes it.
    1 point
  19. Don't worry, the UI is still very much not complete. We'll make sure there's a convenient on screen way to access all required features. Thanks very much for the feedback.
    1 point
  20. It is good to see that, that the project is still being updated and that a good part has already been implemented, but in terms of UI / UX is very bad, I tested the current alpha and I was frustrated with the number of times I used shortcut instead of buttons. The old Spriter UI was not bad, just old. Perhaps a more traditional UI approach would be more interesting.
    1 point
  21. Hello. Sorry about that delay. I hadn't received the email, but Mike forwarded it to me. It was the problem I mentioned in my last reply. I will get this fixed in the next plugin build so this isn't necessary in the future, but you can fix the issue immediately by renaming your objects that have characters C3 can't use for object names (like spaces). For instance if you rename JARI DEPAN to JARI_DEPAN and JARI BELAKANG to JARI_BELAKANG then future reimports work correctly.
    1 point
  22. Construct 3 r241 Stable Spriter 2-6-2021b Stable Please have a check
    1 point
  23. 0.5.0.0 Change Log Additions Added ability to delete keyframes in Animation Mode Added ability to cut, copy, and paste keyframes in Animation Mode Added ability to cut, copy, and paste objects in Rigging Mode Bug Fixes Fixed a bug where you couldn't drag out more than one of the same image at a time Fixed a bug where strokes would alter their children when being redrawn while in Rigging Model Fixed several bugs with certain undo/redo operations dealing with strokes and ligaments that caused unpredictable behavior Fixed bug where timeline ruler lines would disappear when the timeline was scrolled or zoomed by certain amounts Fixed bug where keyframes were sometimes not clickable Fixed a bug where double-clicking to create a keyframe based on the current object state for child objects wouldn't use the correct transformed child value for the new key Fixed a bug where under certain circumstances, altering the hierarchy would break previously established rigs Known Issues Meshes above a certain number of verts cause pin deformer to fail and leave the program in an unstable state Undo and Redo don't always function correctly with the new features Changes to z-order in rigging mode not reflected in animation Occasional visual glitches while editing animations Save and Load not working reliably in all situations Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now.
    1 point
  24. No need to apologize, your frustrations are completely valid and we are extremely grateful and humbled by the patience and support you and the rest of the Spriter user community has shown us all this time. Especially after such a long delay words are cheap and ultimately change nothing of substance, which is why we're relieved that not only are we showing concrete progress roughly every 2 weeks with the new update builds, but this latest build is an especially significant milestone because it reintroduces the final core feature of Spriter 2, now properly integrated in with the other features under the hood. This means Spriter 2 has now officially reached the point where the majority of future progress will be accomplished via much more simple tasks - small missing ui and features, bug squashing, and improving work-flow and UI with the help of the Spriter users with the time and interest in testing and providing the invaluable feedback they do. For likely obvious reasons we we want to avoid any time estimates until this is so far along we can safely announce a launch date. At least now that is much closer on the horizon than even a couple of update builds ago. There are still many additional features we'll continue to add as well, but their level of complexity is far simpler than the work which we've completed over the past couple of months. Regarding direction we have a very concrete and concise plan for features and the largely the order in which we should add them, but this groundwork had to be finished first.
    1 point
  25. How do I even access these spriter 2 alpha's in an easy way, it's frustrating, I don't have spriter on steam, I bought it as an application it seems, any help would be appreciated? I think spriter is awesome by the way and glad your doing what you are.
    1 point
  26. No one else ever reported the program beginning to fail after installing either so fingers crossed that won't happen. if you've not used the Steam version for more than 2 hours you can refund it if you'd rather use the one from our store, just make sure to download and try the free one again to make sure it runs fine on your system now.
    1 point
  27. I'm only using the windows 10 firewall and virus protection. There's literally nothing on my pc that could have caused the issue, one day its working the next its gone to hell. I ended up just reformatting my pc with a new version of windows 10, Steam installed Spriter Pro with 2017 versions of the VS c++ redist, even with a new build the app wouldnt launch, I had to uninstall them and install the 2013 versions to get the software to finally work, now on to putting eveything else back onto the pc. I don't know how difficult it is to create software, I'm a game development student so some day I might find out but this single program has given me more trouble than every other piece of software I've ever encountered, and I got cyberpunk 2077 at launch lol The program is great when its actually working, but something needs to be done with this 2013 issue.
    1 point
  28. Interesting, we'll look into this. Thanks for the successions and all the feedback.
    1 point
  29. Sad, but understandable. Thank you for your consideration. Looking forward to news on this PS: Would it be possible to add steam workshop support? There are always a ton of talented people who would make addons for this.
    1 point
  30. Thanks very much for the concise feedback and requests. I'll discuss it with my team-mates, but keep in mind, even if we decided to focus on making such an expansion immediately, making art packs like these takes the better part of a year, so if it happens, it won' be very soon unfortunately.
    1 point
  31. Mike at BrashMonkey

    Not working

    You are very welcome. I'm happy I was able to help and sorry again for the inconvenience. Best of luck with all your endeavors and cheers.
    1 point
  32. Pebrot

    Not working

    yooo thanks alot , the 86x version worked for me!! i was kind of sad cause i seen one of your videos on youtube and thought it was really cool and i get a bit frustrated i couldnt event manage to open it lol, thx alot again!!!
    1 point
  33. Mike at BrashMonkey

    Not working

    Sorry for the inconvenience. Have you tried the solutions for number one here yet?
    1 point
  34. To anyone who ends up here by a search: my problem was that I had previously imported this object using the individual sprites method, and then tried to use the automatic re-import to re-import it using the spritesheet method. This worked for replacing all the objects, but it did not generate the required "associate collision box item with spriter object" events that are required in the construct editor. I renamed the file, re-imported it as a new object to check exactly what events should be being generated, then fixed my old import to add these needed association events, and now it works great.
    1 point
  35. Great work. I like the clean, made for productivity, look. Good luck you guys.
    1 point
  36. Hello Spriters, I'm looking to team up with a 2D animator (Paid Work) that can utilize Spriter Pro to create animations similar to this level of detail: If interested let me know and we can discuss pricing (it will scale based on the sprites complexity). Sincerely, 1Step
    1 point
  37. Hi Spriter community, I'm worried that I'm going to exceed the file size limit on my sprite atlas with all of my character maps. I came across "Generate Multiple Sprite Sheets when images don't fit max", is there any way to get this working in Construct 3? Would be super useful and help our games scale better! Thanks in advance, Chris
    1 point
  38. We're wrapping up the framework that will not only allow for powerful expansions to the core version of Spriter 2, but over the coming weeks, we'll be showing off some GIFs for a future add-on to Spriter 2 also made possible by these investments.
    1 point
  39. Hi and thanks for your work Trixt0r. How can I set the position of my (Animation)Player without having any interpolation ? I just want to set it's position normally (teleport it) since my game logic is controlling my character by itself. For now I got something like that https://i.gyazo.com/e5682ad2a6f8ea6c4579713a54e6385f.mp4 Thanks EDIT: Sorry, I was just setting the position before updating... So no problems
    1 point
  40. Just out of curiosity. Why does it need to be on Steam? you should be able to buy it anyways. I did :) Also I am hoping for a GMS plugin myself
    1 point
  41. Photoshop is sort of the standard, and good, but it's also quite expensive. You may want to try The Gimp (which is free). It's very capable, but I personally dislike its interface (it may have improved lately, though - I haven't looked at it in a few years). Paint Shop Pro is a good budget alternative. (Again, I haven't tried the latest version, but I used it for years before I got PS.)
    1 point
  42. vinull

    Captain Dubstep

    Update: We have some gameplay video We are attempting to use Spriter for our XNA game Captain Dubstep - http://www.captaindubstep.net/ I say attempting because it's still beta and we may have to drop it for this game. There is already a few times where I edited the XML files by hand to correct issues and there isn't great support for pixel art yet. So far though, it looks like we'll be able to use Spriter for most characters.
    1 point
×
×
  • Create New...