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kimo

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Posts posted by kimo

  1. Onescreen2-300x172.jpg

     

    Shortly after the explosion at the zoo, the market price of dead animal parts plummeted and a surgeon starts to fulfill his childhood dream of running a Circus.

    Rumours has it that the circus also has human parts from a Clown Car Accident...

    deadclown_sample-257x300.jpg

    Some will accuse our journal of photoshopping the evidence but I think you are the best witness.

     

     

    I did all the animation with Spriter and it's unity plugin, credits for the Art goes to Emilien Rotival. Sadly the unity plugin we used messed up maaaany animations, any tip and trick how to efficiently work with multiple animation (Break down of file structure, how to manage the different skins, etc)

     

    I used a lot of character maps and backing into new entity.

    I guess still the most reliable would be to copy the project and replace the assets.

     

    Tip/Tricks, share them, great thanks from republik of finlandia.

  2. Thanks for trouble-shooting this issue kimo,

     

    I'm not sure if Edgar can do anything directly about support for specific but he'll look into it when he can.

     

    cheers,

    Mike at BrashMonkey

    Its funny but there must be something that can be done, as the B-Click works for the bones, there must be a click handler that is slightly different. Probably th trackpad send some different message that Edgar has implemented almost everywhere else and he will know what's the problem right away ;) Thanks!

  3. Hi kimo,

     

    You can not make a bone the child of a sprite, only other bones in Spriter. Is this what you were trying to do or did you misspeak ("misstype"). To make a sprite the child of a bone, just left click the sprite in the canvas, then hold the B key and left click on the Sprite you want assigned to it.

     

    Does this make sense?

     

    Thanks,

    Mike at BrashMonkey

    Not really but I understand your mistyping.

     

    I select a bone, hold B, press a sprite and nothing happen.

    In older versions, doing so would make the sprite darker and linked to the selected bone.

     

     

    EDIT: ok I have identified the issue further.

    This problem occurs when I use my trackpad, it works fine when I use my touchscreen. For some reason Spriter ignores the click from my trackpad...

     

    Also tried with an external usb mouse, it also works fine...

    So at least the trackpad of Acer Aspire S7 is not working for whatever reason

     

    Cheers,

    Kimo

  4. Cant link bones to sprites.

    Spriter r2, win8, 64-bit.

     

    I can nicely link bones to bones but I can't link to sprites.

    Lock sprite and lock bones are both off.

    Has the way to do it changed or is this a real bug I'm running to?

  5. Good news, we've just entered beta!

    It's going great, spriter has been so much help.

    The batch resize feature was the most handy, saved my world. Had to scale down all our animations for low memory phones...

    The new monogame release 3.2, was a life saver too, as it fixed critical bugs and improved rendering performance...

    It's really a luxury the be able to animate 90% of the assets with spriter in our game, I haven't seen others use it on Tiles but it's definitely great for that too.

    Cheers,

    Kimo

  6. Two smaller bug.

    Cloning an entity won't clone the easing curves.

    Baking a character map into a new entity will not rename the changed object so I feel weird having a female character with asset named male_head_xx (but functionality works fine)

  7. Now I noticed that when you deleted multiple sprite from the first frame of the animation, it will cause a crash.

    But it's not always crashing, like if I take 2 sprite at the time, it seems that it doesn't crash. I think it's some indexing issue like if I delete from the first to the second last then it crashes.

    Edit: So I checked and yeah, select 2 or more including the second last sprite and it crashes

  8. There is a crash when you select a sprite and then change to an animation where that sprite doesn't exists.

    This still exists in B6 release.

    Clone an animation.

    Delete a sprite from the clone animation.

    Select that sprite from the original animation.

    Select the clone animation. This is crashing for me.

  9. Sure, here it is.

    I just interpolate the time and use it on the linear interpolation of the rest to avoid multiple calculations.

    Quadric and Quintic follow the same logic.

    Quadric is the linear interpolation of 2 cubic and Quintic is the interpolation of two Quadrics.


    public float GetInterpolation(CurveType curveType, List curveParam, float time)
    {
    switch(curveType)
    {
    case CurveType.Quadratic:
    return MathHelper.Lerp(MathHelper.Lerp(0, curveParam[0], time), MathHelper.Lerp(curveParam[0], 1, time), time);

    case CurveType.Cubic:
    float commonInterpolation = MathHelper.Lerp(curveParam[0], curveParam[1], time);
    float quadInterpolation = MathHelper.Lerp(MathHelper.Lerp(0, curveParam[0], time), commonInterpolation, time);
    float quadInterpolation2 = MathHelper.Lerp(commonInterpolation, MathHelper.Lerp(curveParam[1], 1, time), time);
    return MathHelper.Lerp(quadInterpolation, quadInterpolation2, time);

    case CurveType.Linear:
    return time;

    default:
    return 0;
    }
    }

  10. Here are few bugs I've been experiencing in B5.92

    This one was not occurring in B5.91 and I attach the scml file.

    The file loads correctly but crashes as I try to change to any other animation.

    This file was made by B5 and was not modified by B6 prerelease candidate.

    In the forest tile animation the issue seems to be different.

    I started from a file which wouldn't crash.

    Added few sprite and put some cubic curves and now spriter will crash in the two following different cases

    1. I Select bush_0 idle and then select ground idle

    2. I select ground idle and then select any other animation

    both animation have cubic tween curves and all others have linear and won't crash.

    Anyway, I have hard time to identify a clear pattern but it seems to happen when changing entities.

    There seems to be changes that won't crash and some that will but it is really specific to the pair of animation selected.

    I add a third file where the problem is more clear, where the is plenty of animations that you can click that won't crash and plenty that will.

    Buttontest file allows you to click any animation in entity_001.

    But only from entity_001 idle you can jump to chraracterbox unlocked pressed. And through that pair of animation you are able to switch entity and see animations but you can't change without crashing from other animations.

    water.zip

    forest-animation.zip

    buttontest.zip

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