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Trumgottist

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Posts posted by Trumgottist

  1. a feature to stop us using multiple source folders?

    You can use multiple source folders, as long as the Spriter file is at a higher level than those, so it won't have to back up the tree to find the images.

    Here's an example of how two animations can share images while still having things neatly organised:

    /project/goon.scml

    /project/goon/body.png

    /project/goon/hand.png

    /project/tools/hammer.png

    /project/hero.scml

    /project/hero/body.png

    /project/hero/foot.png

    /project/tools/hammer.png

  2. Wouldn't the most important factor be the final target? I think somewhere between "as small as you can make it while still looking good" and "as large as you can make it without taking up too much memory" is a good choice. (I tend to aim closer to the first statement, as I'm making freely downloadable games, but to me "looking good" does require plenty of pixels.)

    Yes, I'm aware that's a very vague answer. If you want a more detailed answer, you could tell us what you will be using your sprites for, and what kind of style you're aiming for. (Or, just wait for someone else to give a different kind of answer.)

  3. Ok,got it.

    The problem is that the blurry effect is "inside" Spriter before exporting.Is this only visible in Spriter and will be ok on the exported animation?

    Yes. The blurring is caused by the way the image is drawn (the reason for it is simple antialiasing), and will not have any effect on the animation itself. Unless the game engine is doing some antialiasing of its own, there'll be no blurring.

  4. Could you please elaborate on that? I am a graphic designer and not a developer so "language binding" is a little too much for me.

    It means that Spriter works best if the game engine you're using supports it. Then you can use the original images and the spriter file, instead of exporting the animations as a series of PNG images. This has several advantages, including smaller file size, possibly greater flexibility, and that your problem won't be an issue because the rendering is done by the game engine.

  5. MikeHeart: It's not called a beta yet. (Look at earlier threads for the history of the thing and reasons for delays.) Regarding documentation, it's not written yet, but if you look in the "Help and Tutorials" section in the forum, you'll find videos in the sticky posts at the top that explain how the program works.

    (Oh, and dislike the program if you want, but that rude tone is uncalled for.)

  6. It seems to work in CS4 too!

    Opening the test file gave me some errors:

    "This document contains unknown data which will be discarded to keep layers editable. […]"

    and

    "Some groups were found corrupted and repaired."

    Running the script on that file gave me a Spriter file and accompanying png files, so that it looks the same as the psd file when it's loaded into Spriter. But I got no bones.

    The problems with it are obviously the 5 nested groups limit you mentioned. Instead of a "root" group, I get an empty and hidden "root" layer. If I remove enough parts so that it fits in five nested groups, put the bones in a root group, and hide the bone layers, I do get bones. Odd looking (all horizontal - but I guess that's how it should be, as the bones in your sample spriter file looks the same), but functional bones.

    So thanks! It is indeed working in CS4 too. The bone creation is less useful due to Photoshop's group limitation, but even without that, I'm sure that it'll prove useful!

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