Jump to content

lucid

Administrators
  • Posts

    1,140
  • Joined

  • Last visited

  • Days Won

    122

Reputation Activity

  1. Confused
    lucid got a reaction from Solomonmova in Spriter Awesome Boss Contest! $1000 Grand Prize! Official Rules   
    EDIT: Here are the new official rules, which all original contestants who would have one agreed to:

    You can now start submitting your entries!  Instructions on how to submit here.

    Click here to view and vote on contest entries. 
    Official Rules:

    EDIT: Please note, submission videos should include only visuals created by you and/or your direct team members and only visual effects/animations created in Spriter. Screen recording of you clicking or navigating the Spriter interface or your OS to show the finished animation(s) is also allowed. Please do not show recorded game or engine footage or post-processed video effects not made in Spriter. The only allowed exceptions to this are the simple fades that YouTube adds automatically if you submit your animations as a slide-show.


    To enter, create at least animation using Spriter inspired by the phrase "Awesome Boss" in any way you see fit.  Additional animations of your boss are welcome, especially if you feel more animations are needed to show off the concept, but please limit yourself to only one boss per submission, and one submission per person or team.  
    Teams may collaborate on a single entry, but will have to split any prize they might win among themselves the way they see fit.  For team submissions, one team member should be selected to submit the entry, and to receive the prize money.
    As all entries must be visible to the public for voting, we'll only accept submissions which would not be considered “offensive” to or “inappropriate” for a general audience.
    Any and all art styles are allowed, ranging from the use of 3d pre-rendered bits to old-school hand drawn pixel-art, or anything in-between, just so long as it's animated in Spriter, you're using only original art which no-one else has ownership of (partial or otherwise), and you haven't used any Art Pack content to create your boss.
    You may submit animations you've already created, as long as they fit the theme, and you are the owner of the art.
    Five cash prizes will be awarded via PayPal, based on the decision of our three judges:
    The Grand Prize of $1,000.00 USD Second place Prize of $400.00 USD Third Place Prize of $300.00 USD Fourth Place Prize of $200.00 USD Fifth Place Prize of $100.00 USD
      Our three awesome judges are:

    Nick Wozniak, Artist on Shovel Knight ( http://store.steampowered.com/app/250760/ )

    Nathan Lavato ( https://www.kickstarter.com/projects/gdquest/game-art-quest-make-professional-2d-art-with-krita/description )

    Louice Adler, concept and graphic artist at Tripwire Interactive, creators of Killing Floor ( http://www.tripwireinteractive.com/ )
     
    Judges will be sent a list to the playlist which includes all entries by Sept 1st. Judging results should be within a few days after that, at which point winners will be contacted and payment of prizes made via PayPal.

    Judges will be considering the following attributes (among others) while casting their votes:
    Art style and quality Animation (interesting, impressive, lively, etc.) Originality Awesomeness.  
    Anyone who makes any attempt to privately communicate with any of the judges before the judging takes place will be automatically disqualified regardless of the content of their communication.  
    Any sound effects in the submitted video should originate from the Spriter animation (sound effects should play back with the animation in Spriter) You may have background music as long as either you (or your team) created it or you have the rights to use it. Judging will be based only on visuals (and use of sound effects, if applicable) but not on background music. No post production video effects other than simple fades from one animation to another.  Please avoid any effects that might be mistaken for part of the animation created in Spriter.  

    You will be able to submit your entries as replies to a stickied submission thread in our forums starting August 17th.
    All entries must be submitted in their completed form by Midnight, August 31st EST.

    in the submission thread for how to convert animated gifs exported from Spriter into YouTube videos.  If your animation is too large to export to gifs, you may also submit a screen-recorded video of the animation playing in Spriter.  Please submit as close to the initiial submission date as possible, and if you're having trouble getting your animation on YouTube, contact us at support@brashmonkey.com.
    We will also provide required text for you to copy and paste in the video description, which will briefly explain the contest and link to a playlist to allow potential voters to easily discover other submissions.
    Winning entries will need to be verified by sending in your Spriter project files.
    You retain all ownership and control of your art and animations, but by entering the contest, you give BrashMonkey permission to display your animations for promoting this and future contests, and for contest related purposes such as announcing the winners, etc.

    No purchase is necessary. Anyone can create an entry using Spriter Pro or the free Spriter Essentials.
    If you have any further questions or comments about this contest, please post them in this thread.
    Best of luck to all you great artists, and let the awesome animating begin!
    In celebration of the contest, Spriter Pro is on sale in our online store at 50 percent off the retail price by using coupon code: BOSS during your purchase! This sale has been extended to July 26th.
  2. Like
    lucid reacted to mexidotco in Spriter Awesome Boss Contest! $1000 Grand Prize!   
    Hat off to you Team Spriter for making such a cool contest
    You should post this news on Twitter (#indiedev #gamedev #pixelart), TIGSource Forums, Pixel Joint Forum etc when you finalize all of the details, as there will be alot of interest for such a high prize! There will also likely be fame and work offers for the winners.

    p.s. please slow down the framerate of the gif at the top of this page, it advances every 2 seconds, should be something like 5 secs so you can read the text
  3. Like
    lucid reacted to conceptgame in SpriterPlusPlus - a C++ Spriter implementation   
    Oh yes, thanks. It was exactly the problem.
  4. Like
    lucid got a reaction from ize in Spriter B10 Bug Report Thread   
    @Kent2d, or anyone having this issue, can you see if installing this particular version of the MSVC redistributable (there are multiple versions of this dll with the same name) fixes your issue. 64 bit Windows requires both the 32 and 64 bit versions.
    32 bit Windows
    64 bit Windows (requires both the 32 and 64 bit versions)
    If that solves it, I will see what I can do about automating this for Windows 8.1 users in a future build.
  5. Like
    lucid reacted to Vegas242 in Spriter Keeps Crashing on Startup   
    For some reason my computer won't let me update OpenGL, but I loaded the registry and Spriter seems to be working fine.  Thank you for helping me!
  6. Like
    lucid got a reaction from hippyman in Gamemaker Studio Implementation Issues   
    @hippyman
    It's TexturePacker's json hash format:
    "frame"
    "x", "y" = location in spritesheet
    "w", "h" = trimmed unrotated image size
    "rotated" = is the image rotated 90 degrees clockwise
    "trimmed" = always "true" in spriter generated spritesheets
    "spriteSourceSize"
    "x", "y" = trimmed offset - pixels trimmed from the top and left
    "w", "h" = same as in "frame"
    "sourceSize"
    "w", "h" = original image size
  7. Like
    lucid reacted to MooCowGal in I just wanted to say thankyou for making an easy to understand tool!   
    I bought Spriter Pro on steam and I love it! I have never been able to make anything before but your tool is so easy to use even I can do it :3 and your tutorials are super easy to understand, so far I have been able to turn my little forum avatar into an animooted sprite with a skeleton n everything  super happy : 3
     
    Sharing the little cow below for anyone that wants : 3
     
    Is boned and ready to be animated ^^
     

     
    She will be the main character in a little freebie for fun game for android called 
     
    XD
     
     
     
    cow.zip
  8. Like
    lucid got a reaction from bwwd in Spriter R7 Released!   
    Hello everyone. This release fixes several bugs, and contains a few small additions. 
    Enjoy!

    Spriter Release 7
    Released 3/18/2016
    Additions and Enhancements
    Changing speed curves in the timeline now applies to all selected keys Added ability to copy and paste speed curves in keys Added Custom File Setting to always also save an scml version of the file when saving scon Added menu item and keyboard shortcut (L) to toggle hide/show guidelines Bug Fixes
    Fixed an issue where 'save a spritesheeted project' would do a normal save if you had "Never generate multiple spritesheets" selected in the Pack Images dialog Fixed a bug where child objects would usually get keyed whenever their parent bones did Fixed a bug where opening the character map editor dialog to edit an existing character map, the column for replacement images would instead display the original image file name Fixed a bug Copy Selection to All Frames wasn't working correctly Fixed a bug where some low resolutions would start incorrectly maximized until you restored and remaximized the window Fixed a bug where an scml file saved with one or more empty character maps wouldn't load correctly Fixed a bug where the timeline would scroll to the top when using the Next Key and Previous Key buttons or keyboard shortcuts.
  9. Like
    lucid reacted to MINIMAX in Can't start any more spriter   
    Great support!
    Works properly now, thank you lucid!
  10. Like
    lucid got a reaction from Monkey_Balls in Animation inside animation? Construct 2 sprite loops   
    @monkey_balls - Thanks for reporting the bug and providing the project.  Looking into this now.
  11. Like
    lucid reacted to Monkey_Balls in Animation inside animation? Construct 2 sprite loops   
    That is great @lucid, it's working perfectly now =]
    I'm really glad to be working with Spriter and how you guys keep up with developers.
    Thanks so much for the help o/
  12. Like
    lucid got a reaction from Monkey_Balls in Animation inside animation? Construct 2 sprite loops   
    @Monkey_Balls , that is correct, the Override Animation action only lasts for one tick.  

    Also, I've added a new action to set a C2 object to any Spriter object that should help with the pinning issue.  (also to be used every tick)
  13. Like
    lucid got a reaction from germanmolto in New spritesheet feature question   
    @germanmolto  I found the issue, and it's fixed for the next version.  In the meantime, if you change the setting for multiple sprite sheets to Generate multiple spritesheets when images don't fit max, it should work and give you the same results as long as you select a size that fits all images.

    Thanks for reporting the bug.
  14. Like
    lucid got a reaction from Monkey_Balls in Animation inside animation? Construct 2 sprite loops   
    Hi @Monkey_Balls To override the blinking animation, try using the Override Animation action.  For object name, put the eye sprite's object name (the name it has in Spriter), and choose to override the component 'image frame', and then for value, choose the frame number you want to display.

    For your other issue with the smoke lagging behind the rest of the object, a potential workaround was found here (https://www.scirra.com/forum/viewtopic.php?f=146&t=167801&p=1015979#p1015979), but I think I have an idea for something that could be added to the plugin to make it easier.  Please keep a lookout in the main Spriter plugin thread on Scirra forums for updates on that.
  15. Like
    lucid reacted to turosteel in Appended events making crazy stuff happen   
    It worked perfectly! Thanks @lucid for your quick reply and desire to help! Thanks BrashMonkey Team for the excellent fixes!
  16. Like
    lucid got a reaction from germanmolto in Spriter R6 Bug Thread   
    @bwwd and @germanmolto The issue with children being automatically keyed is fixed for the next version, at least it appears to be.  germanmolto, I believe the other issue may have been related to that, so please test when the next version comes out and let me know if you still have the issue.
  17. Like
    lucid reacted to thedicegoddess in Stuff I'm working on...   
    Thanks, I'll be posting the demo for the game when we get it done. We're currently building levels and getting animation done. 
  18. Like
    lucid got a reaction from Fangoram in Spriter crash during batch export   
    This has now been fixed.  Thanks for reporting it.
  19. Like
    lucid reacted to germanmolto in Spriter R6 Bug Thread   
    Awesome! Thank you!
  20. Like
    lucid got a reaction from turosteel in Appended events making crazy stuff happen   
    @turosteel there was a bug fixed in the latest version of Spriter released after you made this post.
    Please see if you still have the issue in the new version.  This will not fix any projects that were already corrupted. 

    If you have important work that was corrupted and you don't have an earlier back up for, feel free to send me the project files to lucid@brashmonkey.com, and I will see if I can repair them
     
  21. Like
    lucid got a reaction from Wledig in Spriter R6.1 Released   
    Update 2/7/2016 Spriter r6.1 - Fixes a critical bug where attempting to batch export images would cause a crash.

    Hi everyone,
    We're happy to announce the beta release of Spriter build R6.
    This build marks another important milestone, as not only does it fix the vast majority of remaining known bugs, but it also introduces 2 great new features which will be described shortly.
    These two new features mark the final two new features for Spriter Pro.
    We're excited to soon begin full time development of Spriter 2, which as we mentioned previously will make room for a large amount of great new features and flexibility.
    As we stated in our previous update, Spriter 2 will be a free upgrade for all Spriter owners.
    Please keep in mind Spriter 2 development is still in it's earliest stages so it will be quite some time before the can provide any in depth updates on it's progress.
    While we'll be dedicating the bulk of our time on Spriter 2 development, we'll always take time as needed to address any critical bugs in Spriter Pro if any are found. There are still many great things yet to come to continue to improve the value of the current Spriter as well, in the way of more run-times for additional authoring systems and languages, more art packs, more tutorials and some other cool stuff we're not ready to announce yet.
    Please keep in mind, this is a beta build and many changes and additions have been made, so new bugs could exist. Always back up your work frequently.
    The first new feature allows you to batch export finished animations as PNG's GIF's Or sprite sheets, but adds the ability to perform multiple batch exports each with a separate set of character maps applied.
    The second new feature allows you to quickly and easily convert your Spriter Projects or art packs from using individual image files to using texture atlases..all generated within Spriter, with plenty of settings for you to control their maximum size, whether they are divided into sub-folders, etc.

    Videos should be released in the coming several days to showcase and explain the use of these new features.
    Also once we're ready to release the non-beta version of this build, the manual will have been updated to contain sections for all new features.
    Aside from those two great new features and a few other small but useful additions, this version also contains 32 bug fixes!
     
    Thanks as always everyone for your support, your patience, and all of your great feedback, not only in finding and reporting bugs, but also for your suggestions which will continue to make Spriter and Spriter 2 the best products possible.
    Cheers,
    Edgar at BrashMonkey
    Spriter Release 6
    Released 2/5/2016
    Additions and Enhancements (Manual entries and tutorial videos explaining new features coming soon)
    Added spritesheet generation directly in Spriter (in the file menu) Added ability to save palette swaps to new projects (in the File menu under Other File Actions) Added ability to choose scms files to perform batch exports on a series of character maps and palette swaps Added Remove all Palette Changes button to palette widget Added 'Clear Active' button to character map widget Added progress bar while applying palette changes Added My Art Packs shortcut to the help menu (Steam version only) Added startup log to help troubleshoot future issues starting the program Added openGL related crash detection with an automatic option to disable openGL upon restart after a crash Cleaned the program startup command line output of extraneous warning messages (Mac and Linux only) Bug Fixes
    Fixed an issue with palette color selection where the palette would unapply when you reentered the palette dialog Fixed an issue where interval values wouldn't update in batch export dialog Fixed an issue where drawing a box from the bottom right would create a box with a default negative size, causing issues in some runtime implementations Fixed a bug where the list of available tags would persist and accumulate when a new project was created or loaded Fixed a bug where changing the keyframe count settings in export to png dialog wouldn't always update the spritesheet size settings, creating spritesheets that had missing images or extra blank images Fixed a crash on start that occurred when Spriter attempted to use legacy window geometry restoration functionality Fixed bug where dragging sub-entities didn't preview the zorder in realtime Fixed a bug where selecting a sub-entity would cause the zOrder window to refresh to that sub-entity's z-Order Fixed a bug where adding a new non-event object after adding an event object would result in strange behavior or an unloadable file requiring a manual fix via text editor Fixed a bug where the transforms would behave erratically when there were multiple objects selected and at least one was a subentity Fixed a bug where the warning dialog for saving to a directory away from your original project directory (and associated project images) wouldn't allow you to accept or cancel, and required a force close to exit the program Fixed a bug where points and boxes were invisible upon creation until the mouse button was released Fixed a bug where the undo stack would already have undos upon loading certain projects Fixed a bug where sometimes pastes wouldn't immediately take effect until you changed animations or attempted to paste again Fixed a bug where sometimes deleting the last instance of an object in an animation wouldn't delete it's timeline Fixed a bug where pasting across entities wouldn't work correctly when the target entity contained an object with the same name if the object wasn't already a copy of the object being pasted. Would also corrupt undo buffer so undoing would cause objects to disappear Fixed a bug where Next and Previous shortcuts didn't work when using the numpad keys Fixed a bug where undoing the deletion of the last key in a timeline wouldn't properly restore the state Fixed a bug where sprites would disappear from the hierarchy window when you dragged them until the widget was next refreshed Fixed a bug where metadata keys for sound effects would show the waveform for the sound Fixed a bug where under certain circumstances newly added or loaded sound effects would display as normal keys instead of showing their waveform Fixed a bug where export to png would fail would if animation preset was selected when no preset was set for an animation. Now falls back on trimming to animation Fixed a crash that could occur under certain circumstances when deleting a key while the floating key curve view was visible Fixed a crash with gif export (64 bit Linux only) Fixed a bug where after a bone's opacity was set to 0, changing the opacity in subsequent keys would leave all child objects at 0 opacity Fixed several additional bugs with and improved the general behavior of children of bones with less than 100% opacity Fixed a bug with saving resized projects where subfolders of subfolders in the project wouldn't be saved to the new project Fixed a bug with saving resized projects where some of the original files might not be overwritten if you saved over a previously resized project and selected 'yes to all' when prompted whether to overwrite existing images Fixed a bug where attempting to set the default pivot point to a box had no effect. Fixed a crash when attempting to set a box to it's default pivot point. Fixed a bug that didn't allow character maps to use spritesheeted images Fixed a bug in the character map dock widget that would merge all character maps to new instead of just the active ones
  22. Like
    lucid reacted to Solgryn in Mantis Queen   
    Just wanted to share some of my work and possibly get some feedback, I think I'm getting the hang of spriter ' v'
    If you want to check out some other spriter works I've tweeted some over at https://twitter.com/Soulgryn
    Idle
    Casting
    Casting ended
  23. Like
    lucid got a reaction from adamcreator in Fix my corrupted file?   
    Hi @adamcreator,
    I sent you a link to your fixed file through the support system, but I'll detail the issues I found here, in case someone ever has similar issues.
    First, there were some png images that weren't importing to C2 correctly.  This is usually caused by software that saves or converts pngs in a nonstandard way.  I did a batch action in photoshop that just resaved the pngs.
    The jpgs were coming up as missing images in Spriter, this could cause issues with the save, which would make it not import correctly into c2.  Your jpgs weren't loading correctly in Photoshop, so I saved blank pngs of the same size with the same names (just paste your jpgs into these pngs and save the png).

    Then you had certain objects with an exclamation point in the name, which was preventing c2 from generating the same name for the sprites.  This may not have caused issues, since the associate action specifies the filename, but to be safe I renamed every object in the project by replacing the  !'s with _'s.  There were also files with '!' in the filename, which would eventually cause issues with on piece of software or another, so I changed those as well.

    Lastly,  I'm not sure how it happened but there was an object listed in your file that no longer existed in the project.  Because of the way it was being stored in the scml file, the scml plugin couldn't finish loading the file, so I removed that as well.

    On a side note, when I was attempting import, C2 was having issues with your wav files, and couldn't import them.

    In general, I'd advise not using special characters in filenames and object names, and if you're using any obscure software to save or convert images or sounds, that seems to be the root of a lot of issues, as Photoshop, C2, and Spriter all had trouble with some of your files.

    -cheers

     
  24. Like
    lucid reacted to adamcreator in Fix my corrupted file?   
    That is awesome, thank you SO much! I'm going to get to everything at the start of my next work day. It may take me time to find out why my PNGs and JPGs are saved in an unusual way, as all my image work and saving is simply done through "Adobe Photoshop CC (64 Bit)", but I'm just so glad to finally know what the cause(s) are. Thanks so much!
  25. Like
    lucid reacted to Banbury in SpriterPlusPlus - a C++ Spriter implementation   
    For complicated reasons UE4 requires that plugins have to be recompiled every time they are packaged into a game. So game-makers need the libraries and their header files in the project or they couldn't use my plugin. Trust me, I know what I'm doing.
×
×
  • Create New...