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Andrige

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  1. Nice to hear that you're considering our feedback! I got another idea. Simulate gravity. For example a character has segmented cloth draping down, or a boss shatters into smaller pieces that fall onto the ground. By simulating gravity you can save quite a lot of time and the engine doesn't need to have built-in physics in order to get this effect, since Spriter can make it an animation instead. By setting stuff like mass, bouncyness, collision geometry used in the simulation and applied force (burst or constant) you can probably do a lot of neat stuff. For example I have a character wearing a long cowl that should be flowing behind him as he jumps and moves around, using this I could set it to low gravity and apply a force in the appropriate direction as he runs, jumps or falls. It's a process used in Maya for doing things a human couldn't do, like draping cloth, but for Spriter it could be used as a tool to simplify the animation process.
  2. Hey, this is by no means a project that will happen any time soon, but it's something I'm hoping to do in the future. It's called Mystling and a student project which has been abandoned but continued by me and a friend, and I've revised the character design partially because I want to use Spriter when the time comes to actually make the game. Check out the project's facebook page, it's really just me doing the updates every now and then for my measly 31 followers. So if you want to follow the progress or answer some questions that I might ask about game design/art design in general, I encourage you to join in. :)
  3. New post again, since I think editing my first post would have easily been overlooked. I've gotten a few more ideas. They are inspired by other programs I use so take this with a grain of salt, however they are good at what they do. [*:3gfiuvd0]Change mouse cursor appearance depending on what tool you're using. Photoshop standard fare really, but very much required for the Alt-shortcut. [*:3gfiuvd0]Consider changing how you move objects. Rotating objects should be simple and quick, having to click the little white dot is not good workflow. I think Blender has gotten it right since there's zero chance that you're going to missclick another underlying object when manipulating something. So what I'm suggesting: Pressing "R" for rotate instantly makes the object rotate, and another click (RMB or LMB, your call) confirms the new position. Same could be done with "T" for translate or "S" for scale, since there may be times when the sprite/object is so small (or you're zoomed out far) that it might be difficult to grab the object repeatedly. This is just one way of doing it. [*:3gfiuvd0]For moving along horizontal/vertical axis I suggest the Photoshop route where Shift locks it into the first axis you drag the object in. [*:3gfiuvd0]Consider using a modifier key to set a new pivot point by clicking somewhere (Alt is what Photoshop uses when using Free Transform (CTRL+T)). Again, I think clicking on small points on the screen should be avoided in order to help power users who know how to use shortcuts. Maybe the Alt-shortcut for Bone Tool is only available if no other sprite is selected, and if a sprite is selected Alt will move pivot point to where you click? [*:3gfiuvd0]One goal which is very hard to achieve but might provoke some new ideas, is how can we make the program function perfectly when the viewport takes up the entire screen? What elements can we be rid of? What shortcuts must we create? Can we make this modifier+RMB bring up a list? I really know my way around Photoshop and Maya, and the one thing I love about them is that they allow me work with maximum screen space, making it easier on the eyes and more pleasant to work with. Photoshop can bring up one list related to the current tool you've got, so for example Brush Tool brings up the brush Modes when pressing Shift+RMB, while the Eraser tool Shift+RMB allows you to switch to pixel-eraser if you so desire. Stuff like this makes it possible for me to work in complete full screen while I draw. It's a difficult thing to achieve for sure, but that's what I would like to see from professional-grade user interfaces. Just a few ideas on what you could do: RMB - Keep it as it is now Shift+LMB - Rotate: Snap by 15, Translate: Snap to horizontal/vertical axis, Scale: Scale uniformly Shift+RMB - Tool specific dropdown menu (E.g. Rotate: "Flip horizontally", "Flip vertically") Alt+LMB - If sprite: Set pivot point on click, If no selection: Create bone Alt+RMB - If sprite: Pivot point dropdown ("Set pivot to center", "Set pivot to overlapping bone" etc), If no selection: Set create object dropdown menu ("Set Alt+LMB to... Create Bone", "Set Alt+LMB to... Create Ruler") Ctr+LMB - Quick-parent connection (drag from sprite to bone) Ctr+RMB - Parent connection dropdown menu ("Disconnect parent/child", "Disconnect all children" etc) It goes without saying that I love what you're doing and I can't wait to use this in the future for my project. Thanks for reading!
  4. I got a few suggestions that comes from someone inexperienced who just tried out the newest build. I haven't created anything yet but I'm waiting until it's fully released. [*:2kxc3a58]Holding Shift while rotating rotates in 15° increments. [*:2kxc3a58]A button on the tool bar that does the same thing that the Alt function (Create bone) does, as a shortcut key being the only way to access the program's primary feature is quite obtuse for a new user.
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