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Cloak 'n Dagger

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  1. Feel free to contact me at aftermathcomics@gmail.com if you're interested in an animator. Part time, full time, I'm flexible and communicate well. http://aftermathcomics.blogspot.com/
  2. Working for someone who gives me assets that have no blur. They also have no blur when I use photoshop to save and separate the layers/limbs. Once I animate the sprite and export to png, it's putting a blur on the character, and the creator specifically wants to avoid this. Here's what I mean: Is there any way to prevent that or is it unavoidable?
  3. Used for Our Darker Purpose, all the examples in the first section of my portfolio here were created in Spriter: http://aftermathcomics.blogspot.com/
  4. Thanks for the response. Whatever time you need to address these bugs is okay by me.
  5. Checking back in. Any news on the hotfix? Would a hotfix be a new version of Spriter to download? Also, where should I be looking for the newest version of Spriter/hotfixes? On this forums? Thanks.
  6. Came here to report the object_000 problem (actually put in object_000, object_001, object_002, and object_003), and saw your discussion here about it above. I'm using the latest version of the software. I want to second the question: Will the hotfix fix existing projects that have encountered this bug? If not, what's a fix or workaround?
  7. Here's what I mean: I animated a sprite doing a dive and roll. The person I'm making it for needs it in three separate animations within the same project: Dive, Roll (which can repeat infinitely, for a game) Recover I tried my darndest to copy/paste the relevant areas into new animations, but they seem to glitch out. Also, the entire animation has some switching of sprites (deleting some for a few frames, adding in a few for a few frames), and this seems to throw the whole thing wonky when I attempt to copy/paste specific parts of the whole (into a new animation). I feel like I'm missing something obvious here. Any advice? Thanks.
  8. Wonderful explanation, thank you. You're saying the texture atlas stuff is in the pro version but not in the trial, and I'm using the trial, got it.
  9. Man I'm in over my head, I don't know what texture switching is, if I'm even utilizing it (or not), or the dynamics of that. Care to give a brief explanation for someone who's unfamiliar?
  10. Lol don't say obviously. It wasn't obvious to me and I did it haha. Also, the sprite was a boss character that had multiple chains and four hands with bones for almost every link and moving part. Excessive, yeah, but the animation will be spectacular assuming I can conquer this somehow. Something else I thought of: In photoshop, I use a script (plugin) that automatically saves all the layers as separate .pngs for me, however each layer is as wide and tall as the entire photoshop image itself. Now I don't know anything about alpha-whatever you were saying, but if erasing information didn't help the on-screen lag, is it possible the sheer amount of negative space around each layer is adding to the slowdown? For example, If I have layer for a mere index finger, but 99% is unused space (which comes up invisible/transparent in Spriter), is that information still present and affecting the slowdown?
  11. I just mailed you a project, from aftermathcomics@gmail.com Granted, this is rather large - 89 different layers, so I understand if this is above the acceptable threshold for Spriter. I sent you two zips, one with the project and normal assets, and one with the project and hollowed-out assets. For the hollowed-out ones I went into photoshop and erased everything but the outlines of all 89 layers so that it would decrease the information onscreen by a large percentage, but it didn't help. I'd definitely love to reiterate an "outline" mode that reduced all on-screen information of the assets, allowing more to be there before slowdown. Right now I'm unable to "play" an animation in Spriter, and when I attempt to create a bone, or assign .pngs to bones, or move anything, there's a severe lag making it close to impossible to make progress. Also, I realize it may be my computer as well. My specs:
  12. Okay, followup question: Now that I know how to leave something still in, is there anyway to animate it from that point? For instance, say I had 5 Key frames of an animation. I put in a still object, copy-paste it into the all the keyframes as described above. Now, any animation done between frames 1 and 2 has no bearing on frame 3. Once it hits the next keyframe it snaps back to the position it was originally in. How can this be resolved? Thanks.
  13. Thanks for the tips. Sorry I didn't see your reply to my earlier question!
  14. Thanks for the tips. Sorry I didn't see your reply to my earlier question!
  15. It's almost impossible to add in an object after you've animated. Say your animation has 20 key frames. If you want to add an object to the whole mix from beginning to end (after you've animated the previous object), it only lasts for one keyframe, and disappears starting on #2 and beyond. What this means is you have to insert the same thing twenty times, space them twenty times juussssst right, and at that point you've done zero animating, merely just adding in a (hopefully still, not always though) object to the scene. Why is it like this? Spriter is constantly glitching out on me. like this thread: viewtopic.php?f=2&t=12521 I too opened a project to have something disappear (the others are still there), and replaced with the ominous "object_000". Now, if the keyframing logic of Spriter weren't so cryptic, I could just throw the object back in and start animating again. But I can't, because I have a zillion keyframes, and I can't realistically add the object where it needs to be in each frame and animate it. Also, utilizing the "object palette" over "file palette" doesn't work like it does in the tutorial. I don't have the ability to assign the "same" object to each new keyframe because it doesn't exist when I hit a new keyframe (and because it doesn't exist in that exact keyframe I'm trying to populate, it doesn't appear in the "object palette" to pull from). As a result, I'm having to pull in 20 different iterations of the same object from the "file palette" instead, exponentially increasing the complexity and chance for glitches. I have to be missing something, because this is as unintuitive as it gets, and I keep wasting time on projects that glitch out and crash, and YES, I've been backing up religiously. Doesn't help. Old files load glitched. Ugh.
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