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Everything posted by HardcoreBadger

  1. Listen to tombmonkey :p The defensive stance is very nice. I like the artistic style too it's very original to animate this kind of graphics !
  2. omg i think this required lot of work can't we see a making of ? lol or just the zip folder ? Just curious how many handdrawn pictures are there. I wont ever make so nice animation ^^
  3. he walks like a midget but your all ur characters have charism and style
  4. lol i like his dumb face this is nice
  5. its pretty good, he is living ! the backpack is not as good though how did u make the left leg bend ? (i think i know how but i can't explain it in english :x)
  6. with the gimp u load the first image, then all the others in layers (drag n drop) and then u export to gif its the fastest way i found, before i used others techniques
  7. yes i could do this too but it would differ a bit from the art style. " you might be able to do this within a game engine after the fact, by makign the shadow image a solid color and just using it as an alpa mash with which to display other images (the horizontal lines). But this is very advanced stuff." ah yes certainly i should ask on GMaker forums maybe But i'll try the technique Tombmonkey said with Gimp, if i find how to replace the green by the shadow (i guess i'll have to look into the layers and masks options) then i may use something similar with GimpScripter to apply to the 50 img of the PNG file. Btw if i use the .scml file directly later on i'll need to find a way with gamemaker, hmmmmmmmmm thank you for both ur answers.
  8. Hi, ty foryour answer but i have a lack of knowledge, do you mean I replace the shadow lines (the picture i uploaded) by the same picture in green or i fill the shadow lineart with green ? then i must find a solution to replace the green in every frame by the handdrawn shadow ? Ty if you help more and if anybody have another idea do not hesitate plz
  9. Hi, i'd like to make animated shadows but they should look like the one i linked. The problem is when i rotate them, it's weird because the lines are horizontal. I'd like to modify the form of the shadow without changing the "inside", the horizontal lines. If i could make an outline which i would rotate or move in the animation process, but with the inside not moving and totally fitting inside this outlined shadow, it would be great. Maybe with some transparency i could do this but for now i didn't find a solution. Is it now, or will it be possible in a near future ?
  10. the two orange guys are so awesome you made those with spriter or the other program ? o_0 the "circle" part of the last guy is so good, you added some perspective, some sort of 3D look with the same body part, just with spriter, nice
  11. Gamemaker studio plugin ok but what about older gm versions (8 and 8.1)? lol i bet i'm dreaming, i'll have to buy studio
  12. yes forgot to say thanks, i refer to this everytime i reuse Spriter after a little break (and don't remember to press B for bones)
  13. thank you and yes i agree, but i was very not confident when i saw the drawing on my PC, here it is http://www.noelshack.com/2013-19-1368385043-t-000.png and when i made the ears AND the head move together, it looked like a robot ! it's like magic, you don't make another drawing and it looks alive, that's so coooooool
  14. When i drew this, I didn't know how it would look if animated in spriter, so I tried it pretty quickly, didn't even bother to finish it, made few mistakes, didn't correct the details (like the ears) but it looks like very good IMO I'll have to redo it, to adjust the speed, and the size of the drawing too but here it is my game will have a 3/4 top down view (or even more from the top)
  15. wow ik locking is awesome with this example i didn't quite get the first feature but i saw that the feature i "reported" in bugs isn't a bug ^^, about scaling child bones, well I understand why it's for pros but its kinda weird, you can use the bones to do the most basic thing, move two linked bones, but you can't scale them while it's as basic as the first thing. All the others features are awesome too :P High chances that i will buy Spriter later even if what i'm doing is pretty simple.
  16. The title is the question :p I need to change the hierarchy of a bone for every keyframes, how can i do that plz ? (if it has already been asked could u make a quick faq :x)
  17. i guess there are bugs with bones, if u make a new bone with a sprite selected, it doesn't always link the bone and the sprite, also once, the "mother" bone was the head linked to ears, but this bug happened and the head sprite wasn't visible in the hierarchy, had to click it again. I relinked everything but not at the right moment on the timeline -_- so i decided to copy paste this keyframe to the start, and it bugged hard, the sprites went totally WTF, rotated, enlarged, some disappeared... can't explain more sorry when u want to check the time on timeline it doesn't always show the current time (it does when u hold click on timeline) another bug, when u enlarge a parent bone, the child bone doesn't also it often crashes, i dunno if i should reinstall B1. It launches dwwin.exe then drwtsn32.exe and crash "AppName: spriter.exe AppVer: ModName: unknown ModVer: Offset: 003f027f" it happened last time when i deleted a keyframe from a specific sprite (not a global key frame) also when you enlarge a bone, it moves the bone, that's weird for me and if you delete a sprite linked to a bone, it says object deleted in history but it doesn't delete it If you delete a bone (i had 2 linked) it leaves keyframes, then if you delete them, the bone reappears, wtf ?? PS : i tried to use the bug tracker but it's confusing me and i dont wanna spend time on finding how to write a long description (could only write a title)
  18. ok thank you so the "problem" really exists ^^ What do you advise ?? I'm making the slow spriters animation first (the others will be made with traditional animation techniques) so I can test the game with characters in it. I should stick to this and make the animations ? then when it will be "fixed" i will just have to re export the png and change them in my game ? (or use any implementation thing) I hate having to do something over and over. Thank you for your help.
  19. i need this gm implementation but it's not working for now:x well in spriter it's perfect, in my gif it's blurry + pixelised a little, I tried to check all the png one after one by pressing the arrow key while watching them in windows explorer and it looked like it's not pixelised, but it's still blurry at some points (the "shadow" for example is blurry while in spriter its not) i dont know how to proceed to have the best quality :x Do you have some examples of spriter's work similar to this ? a very slow animation
  20. yes it happened to me too !! but jsut restart spriter i guess it will work PS : lucid can you answer my question here if you know viewtopic.php?f=2&t=12427
  21. Hi, when i make an animation in spriter, it's fuckin awesome, then i export to png and convert in gif (coz i don't know how to remove the alpha layer for all layers in gimp lol) and it's worse. here is my test http://www.noelshack.com/2013-16-1366486074-anim2.gif 1) In spriter its much faster So i just need to reduce the number of frames when i export ? 2) Also as you can see it doesnt have smooth edges and you can see pixels, while in spriter its perfect. So i wonder if it's caused by the gif format ? (here it's a bit faster f ) 3) If it is, i'm using GameMaker 8 to make my game and i'd like to know how should i proceed if you have any idea ? just import all the png and it will work well ? (didnt try yet lol imma try soon, i'm lazy) Use a gif but it will be of this quality ? or just wait for a plug-in to import scml file (even if i dont understand a shit) PS : this remind me of this topic viewtopic.php?f=13&t=12146
  22. ok cool for daily build installation So i spoke about spriter B1 before any daily build i guess (or the one from 08/04) "I'm not totally clear on what you mean with the question. If I understand you correctly, you're trying to move one part, but the other parts are being tweened? if so you can just copy the whole frame (diamond key) to the new position, and then move the body part" I wanted to keep one part at the same position and the other parts of the body are still in motion. I want the guy to turn his head and move the arms but then he stops his head, but his arms are not stopped he still moves them so it's not like he's frozen but he still doesnt move his head. Well i found a way, you expand the timeline, (i didnt know this) and you remove the keyframe for each part you want to keep in motion, but it can become annoying with a lot of body parts. About the smoothing png, there is a box that can't be checked i guess. PS : a "bug" when you export to png and create a new folder in this window, the new folder doesn't appear, until you reload the export to png window
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