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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. I remember, back in the days, when I pre-ordered Spriter 2. I was young, beautiful an full of hopes. Now, I just hope that the developpers are fine and healthy.
    2 points
  3. 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
  4. 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
  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
    2 points
  6. I wont ask when Spriter 2 is coming out (but would love to know) but rather I am curious about how different it will be from Spriter pro in relation to ease of use/GUI. ie is basic rigging etc the same process?
    1 point
  7. Not only hope, i remember i still had full golden hair
    1 point
  8. Thanks for reporting this. We'll look into it when we get the chance.
    1 point
  9. 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
  10. Greetings. Over the past couple of months, multiple separate issues popped up while working on my project and I couldn't really come up with any solutions myself, so I come here again looking for some feedback. Thanks in advance! 1. Certain sprites get very glitchy when animation blending is on (example in first video) and it seems to happen only at certain points in the animation (in this case - when the character inhales and starts walking). No glitches occur when blending is off, and it doesn't happen with every sprite either even if they are structurally similar, which is very confusing. 2. Event triggers work weirdly. When it's triggered the first time - the event happens only once, but on the second trigger it happens twice. In my case, it shoots out one projectile on first button press, and two on second, which is not the intention. Did I mess something up on my part or is it some kind of bug? Not really sure. Second video shows an example of this. 3. Last question: is there a way to export a separate character map for different skins of the same character? It seems to always export all the skins into one map and that has me worried that I won't be able to add an unlimited amount of skins to the character since, eventually, the exported image would be just too big. I figured that a separate duplicate entity can be created to solve that issue, but I'm wondering if there's a more elegant built-in solution that I'm just not seeing.
    1 point
  11. We do indeed plan on making a Spriter 2 plugin for C3.
    1 point
  12. 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
  13. 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
  14. Alright, thanks so much for all the help! No more questions... for now xD
    1 point
  15. I appreciate you being forth coming and straight about the situation. The situation had me quite unhappy.
    1 point
  16. 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
  17. 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
  18. 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
  19. Soft drag features coming to the next Spriter 2 alpha build Music provided by Argofox: NEREUS - Tacenda youtu.be/NowWqCDPZOs
    1 point
  20. 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
  21. 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.
    1 point
  22. Version R 9.0

    705 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
  23. 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
  24. 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
  25. 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
  26. 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
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