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  1. 5 points
    lucid

    Spriter 2 FAQ

    It's live everyone! Everyone come look! Please share! Please back us!
  2. 3 points
    Xushou

    Spriter 2 FAQ

    If you did not complete the kickstarter crowdfunding, you can consider submitting the Spriter 2: Alchemist plugin to Steam for pre-purchase to raise funds. Perhaps this method is more effective. Many games on Steam, such as Cyberpunk 2077, are Pre-order way to launch.
  3. 2 points
    lucid

    Spriter 2 FAQ

    Here are answers to some frequently asked questions about Spriter 2. We will keep this up to date as questions come in and answers become more concrete. Posted below are teaser videos for an upcoming Spriter 2 add-on. Subscribe to this thread to keep up to date with the latest info and videos. Will there be an API for Unity, Unreal, Construct 3, Godot, C#, JavaScript, etc? From near day one of the first full release, there will be full runtimes for C# and Unity. Updates to these runtimes will be released along with new builds of Spriter 2 whenever new features are introduced. In addition to Unity and C#, the primary APIs and plugins we'll focus on are C++, JavaScript, Unreal, and Construct 3. Beyond that, we plan to work with expert developers for any other platform as much as possible to ensure the best Spriter 2 support possible, as soon as possible. Because there are so many unpredictable factors, we can't give ETAs on any particular runtime yet. Will Spriter 2 run on my OS, when will it be supported? We have to stay focused on the Windows version until the first full release. After that, we plan to support the current version of macOS, and the officially supported Linux distribution by Steam at the time of initial release. Features will always be developed on the Windows version, so there will be more frequent beta releases on Windows between full updates available on all OS's. We can't give ETAs on release dates yet. When will Spriter 2 release? When will there be a new build? We will be narrowing the release window for 1.0 in the big announcement we've been working on for later this month. In addition, there will be a new beta release in January and regular build updates from that point on. Why has it taken so long? We wanted to make the best tool possible, and ensure we can expand it drastically, well into the future. Over the course of development, we kept having ideas for future revolutionary features and workflow. We wanted to make sure we had a framework to not only superficially support these features, but to fully integrate them with the rest of the features and workflow. This took more time, but it ensured not only this room to grow, but also improved all the features that have already been announced. What's the add-on you mentioned recently? We need to be vague about this until our upcoming announcement. In recent social media posts, we've teased some of the features of the add-on (also posted below). The core version of Spriter 2 will be far greater than what we originally planned, but this add-on will expand Spriter 2 far beyond simply creating animations. We're excited to reveal much more in the upcoming announcement.
  4. 2 points
    Johndose

    Spriter 2 FAQ

    In Skeleton animation software. As far as I notice, there are few in the market out there, include spriter pro. This is great choice to have a new, robust skeleton animation software to have it right now. However, it has to be really eye-catching to make customer move away from their comfort zone(the software their are familiar with). Spriter2 and Alchemist seem really powerful, and it is really great to have official support in multiple engine. But almost all of the engine that planned to support which already had a lot of choice to choose with. If I am indie dev, choose to cooperate with another people for art asset, I will consider whether the software support the specific engine I am working on and is that product stable enough to avoid to break the project and waste times. If I am artist, choose to cooperate with another people to make a game, I will more likely to choose the product I am familiar with. Maybe I am wrong, but If spriter2 will support some engine that still lack of solid foundation that need 2d skeleton animation software to support with. Those devs will have no other choice but choose spriter2 as their animation tool. And Godot, which just recently upgrade to 3.2 version and it will be long term support version, seem really the best choice out there. I know there is difficult to handle the project and finish official support as the same time. But hope this suggestion will help.
  5. 2 points
    Mike at BrashMonkey

    Spriter 2 FAQ

    Yes, I was referring to the alpha version of Spriter2... Alchemist specific features will start to appear (also in alpha state, being not yet fully perfected, but ready for testing and feedback from the community) as the Sprite 2 build gets closer to a feature complete beta. I'm responding on behalf of BrashMonkey, LLC, but I'm the artist half of the two man team. The other half of the team, Edgar, is the programmer. We each always work full time (or more) for our company, but much of that full time work is often things other than development, like making business decisions, deals, customer service, etc etc. The amount of required other tasks beyond development varies wildly from day to day and week to week, and much of it is unpredictable as opportunities present themselves, markets shift, and other unpredictable demands or requirements occur. The more there is funding the more we can delegate non-programming chores to outside help and can contract other programmers to contribute to Spriter 2 and especially Alchemist's development. In general the biggest delay in Spriter 2 was making sure it's data format and foundational code was flexible, expandable, and powerful enough to be able to easily 'host' all of the great features we have planned both for Spriter 2 and especially for Alchemist. Basically, the scope of core features and expandability for Spriter 2 grew to make sure we will deliver a truly revolutionary and competitive animation tool, and that demanded a lot of extra and previously unexpected development time. As you likely can imagine, preparing a Kickstarter takes a huge amount of time, as does maintaining the campaign to make sure it succeeds as much as possible, so this contributed to the minor current delay.. but we were overdue for a 'visibility round' and already at less than a third of the way through, the campaign has proved to be worth it. The greater visibility, stockpile of new promotional material, greater internet presence, and resulting support, backers, and potential customers will more than make up the lost time over the following months. Which two apps are you referring to that you purchased on Steam? The only one on Steam that I can think of is Spriter Pro (which of course will get you Spriter 2 as a free upgrade.) Is that what you meant? cheers.
  6. 2 points
    bwwd

    He-Man & She-Ra Game 2.0 Release

    As You know most animations for this game are made with amazing original Spriter using 3d meshes , Today new version of the game was released, its been 4 years and im grateful to Brashmonkey for such fantastic software.
  7. 2 points
    Cherezyuk

    Spriter 2 FAQ

    Жду с нетерпением. Люди в моей группе тоже интересуются. Spriter 2 VK численность группы пока не большая, но после запуска будет расти.
  8. 2 points
    lucid

    Spriter 2 FAQ

    Happy New Year! The public beta for Spriter 2 is scheduled for July 2020. We've also been working on a powerful procedural animation and content creation add-on suite for Spriter 2 called Alchemist. We're launching a Kickstarter for it on Friday! Many of the videos we've been posting lately have teased some of the features that Alchemist will offer. On Friday, you will be able to learn a lot more through our Kickstarter campaign. We're really excited to finally be able to show all this stuff off! As a result of the infrastructure to support Alchemist, Spriter 2 itself will also be more powerful than originally planned (and is still free for all current Spriter Pro owners). Alchemist will let you expand Spriter 2 far beyond just 2D animation creation. Learn more Friday!
  9. 2 points
    RaduC

    Spriter 2 FAQ

    Yeah, I also need a Godot plugin for Spriter2!
  10. 1 point
    Hey everyone I really should post here more often! I've been making hundreds of characters for my game asset site www.gamedeveloperstudio.com all thanks to Spriter! I'm always in such a rush to get onto creating the next character or game asset design that I never really stop to share my work here. If you've seen my site you'll know I absolutely love Spriter I've been using it for over five years now and it's really helped in creating such cool character animations. I'm really looking forward to using spriter 2! Here's my latest work for the site, it's a forest demon character, If you're creating games and would like to use this character you can find him on my site. Thanks for reading.
  11. 1 point
    Thanks Mike and thanks Dragonseal! Sorry for the slow reply I don't think I received a notification for this thread. I shall check my notification settings now! @dragonseal, I guess the forums are slow beacuase everybody is anticipating the release of Spriter 2, "Nudge , Nudge @Mike" I shall try to keep posting more work on here too. I never know if I'm posting too much. I don't want to flood the forum , I'm using Spriter to make characters day and night!! Thanks!
  12. 1 point
    Xushou

    Spriter 2 FAQ

    You guys are really amazing and amazing! Very geeky, I support you!
  13. 1 point
    Anyone remember Jade Cocoon for PS1? It is the only monster breeder that would calculate values such as arm length, jaw length, eye size and other traits when mixing two monster together. As opposed to reskinning which you would see in the monster rancher franchise... and every other monster breeder. at 2:37 in the kick starter video, you see code just like this at work! Sure, it can be used for human x human. Also, beast x human. Beast x beast. Object x human. Creative freedom... Could spends weeks just sitting there playing around with that tool to see what you can create. I just wanted to give some positive feedback and let you know that is a really cool feature!
  14. 1 point
    Mike at BrashMonkey

    Spriter 2 FAQ

    It's possible the new alpha build will be released by the end of the month, it might be slightly delayed, ironically due to the unexpected extra time required to prepare the Kickstarter campaign. Everything is effected to some degree by funding, and there are several potential factors that could change how much gets done per update, but the updates themselves will still happen. Spriter 2 will have a much better beta build out for July regardless of the Kickstarter, but even Spriter 2 can arrive at version 1.0 faster if the Kickstarter is fully funded. The better the funding, the more man-hours can be dedicated per day on Spriter 2 and especially Alchemist, going from more hours we can work in-house to contracting outside help. There are too many potential and unpredictable factors and other business requirements to be able to say for certain which hours can be spent on what over a long period of time unless large enough funding is raised to guarantee the ability for full-time work. To clarify, Kickstarter campaigns are 'all or nothing', so if the backings don't reach 50k or more by Feb 4th we won't get funding it did raise and the backers won't be charged. We could of course pursue providing an alternate means for the backers to fund Alchemist and reserve the same reward tiers.
  15. 1 point
    Nice to see a big list of features. It sounds like a very ambitious project, and probably something needed to differential Spriter from the competition in the current market. I must confess however, it is all quite confusing as to what the end result will be. The ideas behind the control widgets and procedurally generated characters in particular are hard to envisage how this would be implemented in a game development package. It almost seems like you want Spriter to be the game engine. Are the widgets going to be exportable components to be imported into the end user game engine, or are they used within spriter simply to render out generated images to, for example, sprite sheets, or animation states? This is just an example of what is unclear from the Kickstarter page to me, which makes it hard to decide whether to invest or not, and even whether this is all Alchemist functionality, or a mix of Spriter 2 and Alchemist. My assumption is that everything shown is Alchemist specific and won’t be available in Spriter 2 base. It would be good to see some more in-depth examples of specific functionality. Not sure if development is far enough along to do this though. Russell.
  16. 1 point
    You'll still have access to your Spriter Pro license and you can still use the art packs with Spriter Pro. It's possible we'll eventually make a converter to convert Spriter Pro project files to Spriter 2. It's also highly likely we'll provide discount options for people with the current art packs to cross-grade to the new ones. We won't know for sure until at least a few months from now.
  17. 1 point
    Mike at BrashMonkey

    Spriter 2 FAQ

    The full range of Alchemist features will require a massive amount of work in addition to that required to finish Spriter 2, including additional contracted work to get done. it's not financially feasible to make them all free without additional funding via selling it as an expansion. A successful crowd-funding campaign will help us get there sooner. The better it does, the more features and other value we can add more quickly. The core version of Spriter 2 is befitting from Alchemist development as well. It's now planned feature set has already expanded in scope beyond what was originally planned when we promised it as a free upgrade for Spriter Pro owners.
  18. 1 point
    lucid

    Spriter 2 FAQ

    Sorry, everyone! We got some early feedback and decided we can more clearly explain some of Alchemist's unique features. We'll launch the Kickstarter tomorrow evening with an improved video. Here's another teaser to hold you over.
  19. 1 point
    @Mike at BrashMonkey Thank you Mike, this solved it for me! Fantastic Happy New Year!
  20. 1 point
    lucid

    Spriter 2 FAQ

    Flexible hierarchies - Stay tuned later today for our big announcement!
  21. 1 point
    lucid

    Spriter 2 FAQ

    Hello everyone! Happy holidays! Here's another add-on feature teaser. We'll be revealing more upcoming add-on features and more in our big announcement before the new year.
  22. 1 point
    lucid

    Spriter 2 FAQ

    new video on psd support:
  23. 1 point
    Cherezyuk

    Spriter 2 FAQ

    Красавцы, желаю успехов. Слежу за разработкой с самого начала и веду небольшую группу в российской соц сети по ней.
  24. 1 point
    bwwd

    Spriter 2 FAQ

    This looks great so, so we will be able to decide how many images there will be to rotate from front view to profile view ? I would be happy with about 4 . I wish there would be something to change bodyparts depending on light placement setting ( it would not be actual light but a variable that lets spriter know when to swap bodypart thats lit from top/bottom/left or right) so characters are shaded properly and dont look 3d /artificial , it would of course require to create more bodyparts preshaded from different angles but that could bring more natural and pixel arty feel to the sprite. Most sprite lighting techniques look artificial and too 3d , maybe thats user error and could be done so it looks more like actual pixel art shadows im not sure. When you have hand straightened and then bend elbow , graphics would automatically change elbow images to the ones with shadow that looks correct for bent elbow when lit from top during entire animation, but that would require light variable or something. so spriter knows where the "light" is and is swapping premade and preshaded bodyparts automatically when you bend/ move bodyparts and entire character around.Im not 100% sure it would work in all cases but it would be great to see, from what i see on current spriter2 examples with "rotating views" while maintaining bodyparts position IT would be something completely new and never seen before.Im excited for spriter 2!
  25. 1 point
    Oleg Chaiko

    Spriter 2 FAQ

    Thank you!
  26. 1 point
    I pretty much solved my own problem, but in case other folks want to go down this path in the future: From what I gather, the animator.FrameData.SpriteData contains objects that represent the information about the way a sprite needs to be positioned and drawn. It doesn't seem to contain a reference to the name of the bone that it is attached to by default. I edited the SpriterDotNet API to add a string variable named BoneName to the SpriterObject class in the SpriterModel.cs file, and then added "info.BoneName = timeline.Name;" to the top of the AddSpatialData method in the FrameDataCalculator class. This allows me to retrieve the BoneName from a SpriterObject.
  27. 1 point
    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.
  28. 1 point
    No, that's not possible. You'd need a character map system that actually can replace bones or shorten bones to go along with the shorter images. This does not exist in Spriter Pro but eventually Spriter 2 might allow for such things. You might need to create a scaled clone of the entire Spriter project for smaller characters, and then repaint the reduced-sized images for the new shorter characters.
  29. 1 point
    Yes, Spriter 2 is very much in development and we're working on a big update announcement. Progress can be followed here: https://brashmonkey.com/roadmap/
  30. 1 point
    Matt_UK

    Generic Java Importer

    this was me doing it wrong.... I didnt understand the charactermaps example code properly (and probably I still don`t) i used: public boolean touchDown (int screenX, int screenY, int pointer, int button) { if(button != Input.Buttons.RIGHT) player.characterMaps[i] = charMaps[i]; //set the character map to the one saved in maps else player.characterMaps = null; //set the char map to null, to remove it i = (player.characterMaps.length+(++i))%player.characterMaps.length; return false; } but when i changed it to player.characterMaps[0] = charMaps[i]; //set the character map to the one saved in maps everything worked as planned. I then spent a day with a working character map demo and being unable to get the Spriter Player to render within my game logic. turns out I didn`t understand Camera classes properly either so now that`s fixed i seem to be able to completely get rid of spritesheets in my game and the world is a wonderful place again
  31. 1 point
    Android Women Character - Avatar Creation [tested in engine] www.zagreusent.com Game & Animation Studio Follow us: https://www.facebook.com/ZagreusEntertainment https://twitter.com/ZagreusEnt [ AAA - indie price - zagreus zagreusent ze studio character concept high / low poly character & creature game prop weapon game rig and loop gaming animation production company studio india asia ]
  32. 1 point
  33. 1 point
    please email me (Mike) at mike@brashmonkey.com and we'll see if we can work something out. Thanks.
  34. 1 point
    lucid

    HELP - Rendering sprites misplaced

    Awesome. Glad you got it working.
  35. 1 point
    lucid

    HELP - Rendering sprites misplaced

    Sounds like it. Your own transformation class would still need to grab the parent and transform using the matrices. You won't have to search, though, if you use the array/list method. It's not the parent's id that is given. It's the parent's index within that list.
  36. 1 point
    Hi Mike,thanks for the feedback! I have folders organized as: - head - torso - arms - legs - lower_legs But each of these sub folders have dozens of body parts, with arms approximating 50 sprites! This makes switching sprites a real tedious task as i have to scroll to one side of the screen to be able to reach with the mouse the sprites far off on the opposite side. The lack of alternative way to changesprites makes it so that i have to do it that way. Keyboard shortcuts to circle through the list going left or right would be a real life changer ! Thanks Tom.
  37. 1 point
    Hi, I've been using Spriter on and off for a couple years now and I've really started to pick up with it a few month ago. There are a few quality-of-life improvement I wish we could get, amongst which live switching images on a Sprite: As far as I know, the only quick way to change the image of a sprite is to click and hold the right mouse button, to display a visual horizontal list of the images attached to it (linked to the folder it's from or limited to the object's images), then move the mouse cursor to the image wanted and release the mouse button. The issue I have is that the horizontal list gets out of the screen since I usually have way more images in any given folder than the 15 or so items that can be displayed on my screen. The easiest solution I see would be to have keyboard shortcuts to circle through the folder images, backward or forward on a selected sprite object. Maybe this already exists but I could not find how to do it. Spriter is a great tool, simple and efficient, and it would make using it much smoother with this little change! Thanks, Tom.
  38. 1 point
    Pixelnose

    Copyright Question

    Hi guys! I´ve got an uncommon question based on the copyright of sprite parts. (sorry for the bad english - i`m from germany ) I worked with Spriter Pro some time now and I think its a powerful software to animate anything you can imagine. Since Spriter uses parts of a body (for example Head, upper arm , torso etc.) there are unlimited combinations of meshing the characters together. The more sprite parts you have, the greater are your possibilitys. The question is: When I take those parts from other games, mix them together and create a whole new character with it - Can I use this in my own game without beeing accused for breaking the copyright? As an example i´ve attached a file showing different sprite parts from other games. Has anyone made experience with sprite parts from other games? Thank you in advance + greetings
  39. 1 point
    Hi all! I'd like to share my game asset library gamedeveloperstudio.com. It's a huge library of game assets all in one style so you can mix and match assets from across site and still maintain a sense of artistic continuity within your game project. If you've already got knowledge of Spriter you'll be glad to know that all my animated characters are created using this sofware and I supply all my assets with the working SCML file so you can tweak the characters to your hearts delight. You can see all my work on the site check it out gamedeveloperstudio.com
  40. 1 point
    Thanks Mike! And thank you to you and the team for Spriter! I've been using it for years now, It's so fast and simple to use which makes it the perfect tool for my purpose. Being able to distribute rigged puppets created in an easy to learn yet powerful and affordable piece of software which others can easily use has really allowed me to do what I do! Thank you!
  41. 1 point

    Version 1.1.0

    647 downloads

    This is the Essentials version of the Radius-Wing SHMUP Art Pack, which is free with the purchase of Spriter Pro.

    From $0.00

  42. 1 point
    Thank you! everything is working now:) Great Vids btw. Cheers
  43. 1 point
    Dragonseal

    Axegroth the orc (+other sprites)

    Hi, I'm a former gamedev student, graduated last summer. Here are my latest Spriter works, made last fall. They were originally supposed to be placeholder assets for future game projects, but I ended up polishing them like I would've done with final assets. I was originally going to show my projects here in summer 2017, but then just few days before uploading my works, I suddenly had the hardest change in my life, which interrupted my works and affected the final year of my studies as well. Coming back here now, I'm showing my new works as opposed to those I was originally going to. In the last school Project before graduation, I worked as a 3D artist, being responsible of animations as well. As a result of this, my animation skills have been improved since mid 2017 and I'm not happy with the older material anymore, they look kinda bad comparing to new stuff. I may show the game, the old sprites were featured in, if people are interested. The sprites shown in this page can be used in multiple ways, but the general purposes are for a prototype of a side scrolling action game, mixing platforming and combat. The inspirations come from Rayman, Odin Sphere, Ori and the Blind Forest, Dust an Elysian Tail and Shantae. Axegroth, the Dragon and the golem are meant to be playable, Crusadroid is meant to be an enemy (or boss with some tweaks). EDIT: Sorry I'm figuring out, why I can't make YT embeds show. EDIT: Oh well, I just put the links here. Sorry for the mess.
  44. 1 point
    This is it so far, I'll make more videos when I can. Collision rectangles are normal construct sprites once imported into Construct 2 or 3... look for them in the family folder of the Spriter project you imported... you can do overlap or collision checks for them just like any other standard Construct sprites.
  45. 1 point

    Version R 9.0

    484 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

  46. 1 point
    spriter has such an elegant and intuitive GUI, I am very eager to see its evolution in 2
  47. 1 point
    Can't wait! I love Spriter Pro and recommend always. Can't wait to see more about Spriter 2! Would love to see implementation in Visionaire Studio-
  48. 1 point
    Hi everyone! It started as a project for my daughter (she was at the age of about 2). She loved two apps I had on my old iPad - both were animated/interactive scenes. Just tap somewhere and see what happens. She loved it. On my way to find more apps like that, I had a hard time, so I decided to try to make one myself. So, this is it. I did some research, found Monogame, found Spriter, and the great SpriterDotNet implementation from loodakrawa. I love working with that. And although I am not a great artist, I tried my best. As my daughter liked the result much, I decided to actually publish the app now for Android and even iOS lately. I am really amazed by the ease a game can be ported nowadays. In case you want to have a look (all animations and sound-triggers were done using Spriter), here are the links to the screencast-movie and store-links (warning: it's a paid app now!): Youtube: https://www.youtube.com/watch?v=RraciSqa8gM Google PlayStore: https://play.google.com/store/apps/details?id=de.heicompany.nana.camping Amazon AppStore: http://www.amazon.de/gp/product/B0758F4HST/ref=mas_pm_camping Apple AppStore https://itunes.apple.com/us/app/crayon-camping-adventure/id1397051319?l=de&ls=1&mt=8 Please consider: the game aims kids aged 4 or less. So don't expect fancy achievements or other goals. I didn't even implement any menu, options, or text to read. Kids at that age usually can't read yet. Also, I didn't add any in-App-Purchases or advertising. I really dislike that myself and rather pay for an app. But also I was shocked, that other apps targeting kids claim to be free and are full of that stuff. So, no wonder that nobody really finds my app in the stores - everybody just scans the "for free"-stuff. But that's ok. It was fun making it anyway. In case you're interested, have a look. I'm pleased if I was able to make someone other than close friends happy with it. You all have a great day! And thanks for the great software and as well as the great community! Heiko PS: the mexican guitarrist at the lower left is the only animation done with bones. Whenever I make another game, I plan to use that a lot more. It worked really well! PPS: Happy to ready what you think.
  49. 1 point
    conceptgame

    Generic Java Importer

    Hi all, Thank you Trixt0r for your implementation. After adapting the generic C++ reference implementation for the Windows platform on the CF2.5 game engine, I am now porting this implementation to Android. I used your code to perform this but I have got the usual first nightmare which is the coordinate system which is not really standard on this game engine. I got this on grey guy standard example (see attached image). From your experience, where do you think I need to investigate first and where in code? - reverse Y on Load? - reverse angle on Load?
  50. 1 point

    Version 1.0.0

    240 downloads

    This is the full version of the RPG Heroes Art Pack.

    From $0.00

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