tombmonkey
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tombmonkey last won the day on September 10 2017
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Licínio Souza reacted to a post in a topic: Tombmonkey's thread (come get a spriter sample file)
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Licínio Souza reacted to a post in a topic: Tombmonkey's thread (come get a spriter sample file)
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Licínio Souza reacted to a post in a topic: Tombmonkey's thread (come get a spriter sample file)
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Licínio Souza reacted to a post in a topic: Tombmonkey's thread (come get a spriter sample file)
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Licínio Souza reacted to a post in a topic: Tombmonkey's thread (come get a spriter sample file)
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Feature (please) request - export to spine3.3 format
tombmonkey replied to splashshadow's topic in Spriter
Defold powered by King? Since when is this engine a thing?- 3 replies
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I made the red devil thing they are using as a sorta mascot right now, I was browsing Spriter steam community hub and noticed they were using it as an icon, then came here and saw it in the sale banner up there, then remembered spriter 2 announcement and thought "damn, they need a better mascot for that", so I made this little char for funsies. This is NOT official in any way, shape or form (should not have left spriter logo in there in retrospective), consider it a software-tan or something lol. Wanted to use their idea of a sprite pixie thing (because spriter) but also make it look modern (and cute) since spriter 2 would be more advanced than the current one (and cuter?), so I took the previous logo and played around with it. I went from the dominant color in their logo (cyan) and made a triad (cyan, magenta, yellow) for color scheme, I meant to include purple as her hair (since it's on the current logo) but it looked better this way. Couple animation references, play and stop symbols instead of pupils, floating film strip, and her arms are covered in straps as a sort or symbol for puppet strings, because puppet animation and stuff (this one is not as clear but whatever), plus the symbols on her shirt are supposed to be playback buttons, but atm are scribbles because lazy. Edit: Couldn't sleep, cleaned it up a bit more, shrunk the head by like a billion percent and covered her boobies so she's a bit more family friendly.
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REDVWIN reacted to a post in a topic: (EXPIRED) A great chance to grab Spriter Pro and lots of other game dev goodies.
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Another game using Spriter and art packs!
tombmonkey replied to Mike at BrashMonkey's topic in Open Topic
You guys really really need to fix the forums. These spambots are ridiculous, it's imposible to tell what's new content and what's a post from 3 years ago that got bumped by a bot. At this rate, it would be better to merely use a freeforums.net service, since the bots seem to have driven all the posters away. -
Leingod reacted to a post in a topic: Tombmonkey's thread (come get a spriter sample file)
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De la palabra que google no tradujo asumo que hablas español. Para que el rectangulo de animacion sea siempre el mismo en todas las animaciones, yo lo que hago es poner un par de cuadrados en dos esquinas opuestas en todas las animaciones, asi cuando exportas la animacion el rectangulo es definido por estos dos cuadrados. Luego, hago una accion en photoshop para quitar los cuadrados de todas las framas automaticamente.
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Hey man your work is amazing as always, I wonder if you could please make a short video about how you set up a skins project in spriter. I know that skins are experimental and all that yada yada, but your work really makes me want to give them a spin but I can't even set up the file properly ( I can't even get a skin to follow a bone, for starters). A simple video or even a simple text step by step guide on how to set up the images will do.
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Siek reacted to a post in a topic: Tombmonkey's thread (come get a spriter sample file)
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I have begun working with Spriter again and have been for the past month or so, and I a renewed view on spriter. These are my biggest nuances currently with spriter: -What's the logic behind having to rotate images counter-clockwise so they will be scaled properly inside spriter? I have to say that this is not intuitive in the least, at least for the end user. -The stepping on scaling a bone when dragging with the mouse is way too big, making subtle scaling animation a chore to do. -Why every time I key a bone, it also keys all it's children? This really breaks my workflow since I constantly have to delete those keyframes and I see no reason for them to be created. My only guess is so I can delete a bone and it's children remain where they are, but I have never come across a reason or can't think of one where I would want to delete a bone, if I want a part of the character to dissapear or something, I just hide the image, not touch the bone. -It should be made clear that pixel art mode is enabled when making renders. -Save UI layout and background color on close, it's a pain in the butt having to rearrange everything every time I start up spriter ( which is a lot due to it's tendency to freezing/crashing). -Why am I allowed to select multiple images on the z-order tab if I can't do anything with that selection? If you can't allow me to drag several images across the z-order at once, don't let me select multiple images so I get the illusion that I can. -What's the use of the object palette? Images showed are too small to be of any use, you can't click on it to select a bone or image, and I have no clue what combine selected object with does( I thought it could be used to bring objects that where present in other animations but not the current one, that's not the case it seems). -Why second view doesn't have 0.75, 0.50, 0.25 options? This makes it useless to those of use who work with large files to be scaled later. Also, its Buttons take too much space. -Changing background color doesn't nee such a central space, normally I just change the color once when I start working and don't touch it again, so the series of buttons are just adding to the visual clutter. -UI is desperate for a visual overhaul, currently it looks like some patch job made on winforms. -Object properties wastes a lot of space and yet it feels cluttered. - I don't need a billion decimals for x and y, truth is I don't need to see decimals at all for these. - xScale and yScale could do with 2 decimals, 3 tops. - Angle and alpha don't need decimals at all. - Taking off all these numbers would allow the panel to be smaller and much less cumbersome. - Without all these needless info the object properties pane could be redesigned into a small floating panel - The timeline is not very good. - The play/stop/etc buttons are flat and enclosed on a square, while all other buttons have anti-aliased drawings. - The beveled rounded rectangles for user input look bad. - The way it changes the distribution of elements when one is clicked looks bad. - The increase/decrease arrow buttons are useless. - I see no reason to change the whole layout when I click a box for input, just highlight that box and be done with it. - I'm guessing that the "..." and the "Char Maps" buttons are placeholders for not yet made images, since quite a while. - Button images are visual noise, make them more explicit and make them a flat color. Look at any graphic program like Adobe ones for ideas. - Let me "minimize" panels, I don't need the all the panels all the time, yet in order to get the space occupied by them for work I have to close them all, making it a chore to bring them back up when I need them. - I think the ui in general would greatly benefit from a more actual look, like a flat design (http://interiorimg.com/WP_images4/78367.png), to get a away from the win95 vibe. - File menu -> Other file actions... to me it doesn't look like you ran out of space on the file menu, so I see no purpose in hiding these functions under a generically named submenu. And to wrap up: Spriter is unstable, a lot of people who work with it know it. There are lots of posts here from people saying how much spriter crashes, and every time Mike pops the same answer of how he works with it everyday and it never crashes. The sad part is that only a few people will bother to make an account and report a crash, most people will download the software, crash a few times, uninstall and forget about it. This is particularly worrisome if you consider that spriter is almost impossible to find using google without knowing it's exact name, so the crashes and maybe coupled with the bad looking ui are probably shooing potential customers away. You guys say that we need to report the crashes and how to reproduce them, but the truth is that they usually happen at random, with no apparent reason, examples: "was watching and animation, paused it and spriter went unresponsive and crashed moments later", or "was saving and spriter crashed", or "minimized the window, and when I maximized it spriter crashed" or "tried to scale a bone and spriter crashed"; it's already enough for the user to have to deal with loss of work and time, and most of us don't even know where to start looking at a cause of a crash, we just know it crashed and pissed us off and made us wonder why we even use this software. So, instead of developing new features, which somehow always creep up on new version announcements, why not develop some kind of error log? I have no clue of the implications of implementing such a thing, mind you, so I don't know if it's extremely hard to do or if it would be of any use at all, but it's what I think spriter currently needs the most.
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Spriter B11 Pre-Release available for testing (update 10/12)
tombmonkey replied to lucid's topic in Spriter
Constraint Relaxation IK seems to be working well and it's really good. I'm guessing this was the reason spriter was going unresponsive for long periods every so often. Onion skins still disappear when making any change in the current frame, this also happened to me on B10, making onion skins nearly useless. -
Do either Lucid or Mike have my files of the plant girl and the mantis? I lost them along all my other spriter stuff in a hard drive that passed away by the end of last year. You could give iccurd those so he can do his testing, assuming they are still compatible with the current spriter build. I know iccurd from over the gm forums, and have learned a lot from his examples, support him all you can, since currently spriter needs all the help it can get to catch up to the competition.
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I tried to reproduce it but wasn't able to. The images that got overwritten where only the faces, as you can see. Usually, for such things, what I do is copy and paste one of the existing files, rename the copied file to match the naming structure and then edit the new copied file in my painting program, then hit the update button on spriter. I have always done that and this is the first time spriter goes and overwrite a bunch of files, and spriter went and overwrote the files when I saved the project. Needless to say I'm gonna back up all my images before saving from now on, better safe than sorry.
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After a couple days of working in a character on v8_1 (latest stable) spriter decided that it didn't like my images or something and decided to replace half of them with it's "missing image" placeholder. Update: Spriter decided to be a jerk and overwrite a crapload more files. The first letter on these stand for profile, unlinke the previous ones where they had an f that stood for front, so no, this is not a case of renaming files outside spriter; this is another folder entirely that spriter decided it didn't like. If it helps in anything, the files that got overwritten where only ones that I had used for image switching.
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I had the activate pro issue with b5.92, deleted it and installed b5.925 and it went away. B5 has remained activated all the time. I'm on win8 64 bit
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No. There are many scenarios where you would want a part only on the current frame, while pasting on all is mostly for when you failed to set up your character properly before starting to animate. Ctrl + + is there for a reason.
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Worked with it for a couple hours and never crashed, tried all the new features except skins with no problems. Performance went up a little bit too, 11 fps from the 7 fps on b5.9, but still far from the 20 fps on b5.