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Everything posted by tombmonkey

  1. Defold powered by King? Since when is this engine a thing?
  2. 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.
  3. Got it to get spriter on steam, now I have 2 licenses :O SpriteLamp was kind of nice too, besides that can't find use for anything else on the bundle
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. Thanks a lot for this, still barely learning the basics of construct and this should be a lot of help.
  13. 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
  14. 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.
  15. 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.
  16. I was studying the files from the Ryu and I say it was very smart the way he generated the normal map. I must admit I didn't understand how normals worked, I thought they where these magical things that only 3D software could make, after reading about them on polycount and seeing this example on how the channels are mixed I can say with confidence that I could paint some pretty good normals without needing sprite lamp. I wish the people from sprite lamp would post the normal map for the goat and the plague doctor on their kickstarter, since the software seems to do little more than auto mixing the images. Trixtor I have this very simple spriter character from a personal project lying around, I will try to find time to paint normals for it in the following week and maybe you can load it and we see how it looks?
  17. Display pivot X, Y when rendering PNGs This is a big one, in my current project I have been asked to rendered to png, and the issue I have is that I don't have a way to know where the pivots are for the rendered images, so this is gonna lead to a lot of guesswork and wasted time. My suggestion would be, either show me where the pivot X and Y would be in the rendered images on the Export dialog, or have Spriter output a .txt file with the coordinates in relation with to the trim rectangle. My problem is that I render pieces separately ( mask the character with a magenta character map, render the sword, etc ) so I need everything to match perfectly, I had to resort to setting the trim rectangle to the size of the largest sprite on all pieces of an animation, and this lead to a lot of blank space on the images.
  18. I understand your decision and will do my best to test the new features/releases. Some of my tests of new features. Copy Z-order to other frames: Works well. Could you add the option to Copy Z-order / Paste Z-order? sometimes I just want to rearrange the Z-order on a few frames and this doesn't help in that. Scale project: Works well, this was a much needed feature for those intending to buy or sell assets. Skins: Wow just wow, these are awesome, can't wait to see them implemented in real time in construct of something. Haven't tested them beyond messing around for a little while. Copy/paste pivots: This one was a long time coming, does its job and saves a lot of time and tedium. Import another project into current: This works well BUT on b5.92 every time I select the newly created entity spriter would crash, I know import works because I did the merge, saved the file and then opened it on b5, everything is good. Change coordinates of entire animation: Works flawlessly. Hide timelines in widget: Works well. Good idea on this, shifting through a ton of sprites to find the bones was a pain. In relation to b5.91 You fixed the hierarchy window bug. It no longer hangs when clicking the timeline when the curve graph is being shown. The fading out of the graph could be instant as soon as I move the mouse out of the key frame, the fade out doesn't do much besides looking pretty, but it can be annoying to wait for it to end to be able to click a key that's under it/move the timeline. Some questions: Could you explain a bit what the "Custom save options" do? Besides stability updates, what is missing towards 1.0? (I certainly didn't expect skins for 1.0). In general, all new features work as intended (with no extensive testing) and the only problem are the crashes (big one). Also, I have installed b5, b5.91 and b5.92; of these only b5 says it's activated, the other two say activate and ask for the key, yet I have access to all pro features, I don't know if it's a bug or if the pro features are available to everyone for testing purposes.
  19. My rat file (the one I sent you earlier) crashes the program A LOT, literally I can open the file view a couple animations and it crashes, this was made with b.5. All my older files crash the program after viewing a couple animations, they where all made with b5. Here's another file that crashes the program after changing animations a couple times http://www.sendspace.com/file/zf2hsx I tried making a new file and make a few random animations and it worked well for the 15 minutes I did it, made over 30 random animations, used bones, image changing, etc and saved the file, when loading this file the program won't crash; so the issue is loading older files. I tried resaving my files with b5.9 but the result is the same, b5.92 crashes after changing animations a few times. There's also a strange performance issue, when I load the plant girl uploaded above I get low fps (roughly10-15) but the animation I made from scratch using this version had more parts and more frames yet playback speed averaged 20-25 fps during playback. I hate to say this but I think that adding so many features at once was a bad idea, now stability seems to have gone down in a steep curve and there's a lot of new stuff that may be the culprit. I don't know if it's possible that for future releases you hold back on the big features (if there are any left) and release a test version that only includes bug fixes and low risk features, and if no ones reports a problem on those add a single big feature and have it be tested. I know you guys are trying to catch up on spine and on lost time, but I don't think adding features like mad without having them individually tested is the way to go, as Napoleon said "Dress me slowly because I'm in a hurry". Sadly this is all the testing I will give to this new version since I can't risk working on a new char and then it may start crashing after a while like my older files, so for now I will stick to b5 which was the last usable version for me.
  20. Trixtor that looks balls awesome. And the cell shaded example you posted, with sprite lamp that would be easy as hell to do. Maybe next year when sprite lamp is out we can make a small game to show off this tech with spriter in a more complete way. Misj, the reason there aren't many examples of 2D art using normal mapping is simply because it's too hard to generate a decent normal map from a 2D image with current tools. if I needed to make a good normal for a 2D image I would need to start by painting an height map, then taking that height map into zbrush to develop it further and then output a normal map, this whole process is way WAY too long, and it's mainly the reason no one does it. Also, there's this thing where most of the examples out there have programmer art, and usually a single light with no ambient, which lead to things that don't look aesthetically pleasing. With spritelamp and skeletal animation we are bound to see some crazy stuff surface, obviously characters need to be designed to make use of normal mapping and dynamic lighting, and then there's the thing of setting up the lights which is an art on itself (there's people specialized solely on this) but with proper usage and some artistic sensibilities there are awesome things waiting to happen.
  21. Ok getting back to suggestions for Spriter. How about some VERY primitive drawing tools inside spriter? A pencil, eraser and bucket tool would be enough. This because sometimes I'm missing a part, or a part needs some modifications and it's usually very hard to know how to make the missing part/make modifications when working with isolated parts in another program. Having some basic drawing tools inside spriter would allow me to sketch a new part/make modifications, see it on the animation on the fly, and then go to my graphic program to make said part properly.
  22. b5.9 seems more resource intensive in general than b5, not only the framerate loss I mentioned before but it also tends to hangs for a few seconds every so often (window turns gray, get program stopped responding windows message, generally higher CPU% use), this seems to happen when working with the timeline and it seems to be triggered when it draws the curve graph. When working with the timeline, the curve graph will appear and make the keys under it unselectable, this is very annoying. Good work on the redesigned timeline, it's much more clear which keys belong where now. Copy pivots, paste pivots is great.
  23. All links are 404. Looks nice, shame I can't see it in action.
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