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  1. Hello everyone, We're happy to announce that this upcoming build of Spriter 2 will be feature complete for the official 1.0 release. That doesn't mean this version will officially be 1.0, but all the main features will be there. There is still a bit to do before this release, including fixing all the known bugs, and polishing up the UI for the latest features, so thank you for your continued patience, and we'll keep you updated along the way. There are also quite a few additional features (some of which we've mentioned in the past) we plan to add as free updates after 1.0. While we're still not ready to announce a firm release date for this upcoming release or 1.0, after releasing this build to our community of testers (anyone who owns Spriter Pro or pre-ordered Spriter 2) and once we've had time to gather feedback we'll be in a better position to make a real estimate. Here's what's left on the roadmap to 1.0: 0.9 (in development) Fix all currently known bugs Polish UI for latest features 1.0 Finalize save format Unity runtime Mac version Linux version All community bugs Possible QoL additions based on testing and feedback
    4 points
  2. Hello I know Rome wasn?t built in a day, but what about a release for Spriter 2. Is there any status update or is it developing into vaporware >:)
    2 points
  3. Layers within animations! This can be helpful for many reasons but being able to use them to animate only the legs for run cycles while being able to fire the attack animations separately would be SUPER useful. Currently UNITY's built-in animation editor is capable of doing this and I think an excellent premium software like Spriter Pro should add this to it's ever growing repertoire of features/tools. Thanks for your hard work and consideration gentlemen! - Chris
    2 points
  4. 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
    2 points
  5. could you zip up the Spriter project (the folder with all images and scml file) and email it to mike@brashmonkey.com so I can take a look. Of course I won't share it with anyone and will delete it immediately once we figure out the cause of the issue.
    1 point
  6. We do indeed plan on making a Spriter 2 plugin for C3.
    1 point
  7. If you wouldn't mind, please do zip up both the spriter project and the construct project and email them to mail@brashmonkey.com so we can take a look and see what's causing the issues.
    1 point
  8. I would try cloning the project first, and deleting the upper body from one and the lower body from the other. but there's absolutely a chance deleting bones that are a parent of parts of the body you might want to keep could ruin the position and angle of things, so you might indeed need to redo some or all of it. This is likely more or less true depending on the features you used and the bone hierarchy structure. If need be you could also export as sequential images of the current fully assembled characters and then load them in and use them as guides to recreate the animations more quickly and easily. best of luck. I hope it goes smoothly for you whichever way you choose.
    1 point
  9. Alright, thanks so much for all the help! No more questions... for now xD
    1 point
  10. I appreciate you being forth coming and straight about the situation. The situation had me quite unhappy.
    1 point
  11. Mike at BrashMonkey

    Spriter 2 FAQ

    Yes, and we've made several update posts and videos showing the progress, new features, etc. via our social media and here on the forums. The most recent update post was here: Edgar is hard at work on the next update build, which I believe features the most additions and bug fixes for any build and also will feature all or at least most of the features which will appear in the 1.0 release once it's thoroughly tested, debugged, and polished.
    1 point
  12. New contour-based deformation feature coming to the next Spriter 2 alpha build Music provided by Argofox: Wontolla - Black Cat https://youtu.be/cEH0PXdpwzs
    1 point
  13. I literally tried every thing I could find from existing issues and nothing worked. I finally came across another piece of software having the same issue and tried their solution and it worked. I copied (don't move!) from C:\Windows\SysWOW64: mscvp100.dll msvcr100.dll msvcr100_clr0400.dll xinput1_3.dll and from C:\Windows\System32 mfc100.dll mfc100u.dll ^^ Again copy those don't move them or you will break other things! to the base Spriter directory (C:\Program Files(x86)\Steam\steamapps\common\Spriter\) and it now works. I don't know if all 6 of those are needed (maybe Edgar can offer insight as to what DLLs are used by Spriter?) as I was copying a solution for different software that uses similar DLLs, but its less than a MB each and I am not going to tempt fate with a trail and error lol. The website suggested downloading them from here: https://mega.nz/file/KN53zKBK#CVEEkEOTIFOO1-IoNnZCua5eq6Xzbb9i0cTWZA0WU3Q I did download that and it's a legit pack of DLLs both x86 and x64 version and they scanned clean, but I already had those so I chose to copy them from my Windows directory instead, just want to post as complete a solution as possible for anyone else that stumbles across this!
    1 point
  14. Soft drag features coming to the next Spriter 2 alpha build Music provided by Argofox: NEREUS - Tacenda youtu.be/NowWqCDPZOs
    1 point
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. Version R 9.0

    697 downloads

    Here is the free version of Spriter. It becomes Spriter Pro when you enter a Spriter Pro license serial number. OSX 10.7 or higher required. Be sure to try this free version before purchasing Spriter Pro.
    Free
    1 point
  21. Did you previously buy all the art packs, or are you referring to the Essentials versions? The Essentials versions are the ones you should be able to download for free if you purchased Spriter Pro.
    1 point
  22. Yup. you're all set. You'll get it as a free upgrade and will have access to early beta if you'd like. No new purchases necessary for you. Same for people who purchased it from the scirra or clickteam store.
    1 point
  23. When there is something that Spriter users know than it is that once the project path is set it cannot be changed anymore or the project images get lost. Well.. Here is a small guide how it can be actually changed. What do you need? Notepad++ Actually it is not a need but it's just easier to work with. Now let's assume your Spriter File (SCML) is inside the folder where all your sprites are located. In the above example my SCML file is called "Juggernaut". Now let's put it one folder higher in the file hierarchy. What I did is to cut out the "Juggernaut " SCML from the "Body Parts" Folder and placed it to the parent folder. If you open the scml file now. After getting a pop-up dialog that notifies you about missing sprites the following thing will happen: That happens because Spriter is still searching for the images in the old folder but since the file has moved the path has to be changed as well. Here is the trick Right Click on the SCML file Choose "open with" and then your favorite editor. In my case Notepad++ Then you will see a syntax similar to xml. Simply add a name attribute to the folder tag Give it the path to the folder your sprites are located e.g name="Body Parts" Search and replace all FILE NAME ATTRIBUTES with the path to the sprites e.g name="Body Parts/Head.png" (in the image above I had to continue it with file id = 7) Save and open Spriter the normal way Enjoy No more missing Sprites ;D
    1 point
  24. I also had the 0xc000007b error when trying to run the trial version of Spriter on a Surface Pro 4, even after trying a load of suggestions, re-install visual studio etc etc This error message appeared after I had the previous error 'cant find MSVCP100.dll' Most tech forums said copy that .dll file from C:\Windows\System32\ and paste into C:\Windows\SysWOW64\ but after doing so, I then got the 0xc000007b message. So, I ended up re-downloading the MSVCP100.dll (32bit version) and placing it into C:\Windows\SysWOW64\ After doing so, I re-ran Spriter and it loaded as it should. It took me a couple of days to figure out the problem. (For some reason, the 64bit .dll didn't fix the error). The MCVCP100.dll file version I used was 10.0.40219.325 I also have Spriter on a Windows 10 64bit desktop PC and it ran first time, no problems. If anyone has any similar problems, there's quite a bit of help here: http://www.tomshardware.co.uk/forum/43092-63-application-unable-start-correctly-0xc000007b
    1 point
  25. 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
  26. 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
  27. 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
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