RunnerPack
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Everything posted by RunnerPack
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It's minor, but if you change something in the "Color Palette" window, then navigate elsewhere in the list, then use the arrow keys to navigate, the last thing you changed reverts back to the default. I noticed it while playing with the Radius-Wing Essentials Pack.
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I agree with what aiat_gamer and Mike said (including the compliments), but I have to add my two cents, too: 1. Besides being green, the back feet aren't the right shape (real canine legs are very different front-to-back; look at more source material). 2. All four feet are also a bit too splayed out. They should be closer to directly underneath their respective "shoulders" (hips? You know what I mean ). Keep up the good work!
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You're probably going to have to open the SCML file and edit the "w", "h", "pivot_x", and "pivot_y" properties of the relevant "obj_info" tag, keeping in mind that the latter range from 0 to 1, and represent a fraction of the box's width or height, respectively. The exact center would, of course, be "0.5".
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It looks great, and it's probably a lot of fun, but I'm not an FPS gamer, so the WASD/Mouse combo is not working for me. Ideally, I would like to see arrow keys for movement and a key for the lamp toggle (like maybe Z for jump and X for lamp). Both sets of controls should be able to peacefully coexist. In the mean time (or if you don't feel like implementing the above) I think I'll rig up something with Joy2Key so I can play it with my gamepad. EDIT: Also, a way to skip the intro would be nice (not that it's a bad intro, or anything...) EDIT2: I had a Joy2key preset that only needed one button change Not a bad little game, and a nice, uplifting message, too. I also played your goat game. I want to ask questions about it, but I don't want to spoil anything for others. Both games are pretty surreal and esoteric, but well done for what they are. I hope you keep making games and get even better at it.
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My only other idea is that the files are getting corrupted, somehow. Maybe you just tried to open them before they were completely downloaded, and they're missing a few bits at the end. Do you have another browser you can use to try downloading one of them again? Maybe also save it to a different folder (on a different drive, if you have one). If you have a Dropbox, you could use the "Save to my Dropbox" option, and let the DB app download it for you (and if you don't have one, click the referral link and we'll both get some extra space for free ;)).
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What software are you using to open the zips? I suggest you install and use 7zip (hosted on SourceForge). I also recently purchased some Art Packs and 7zip worked fine on the zipfiles.
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(Windows 7 64-bit) If Spriter was maximized when I closed it last, then when I double-click an .scml file in Explorer, Spriter opens with a window that acts maximized, but only takes up the upper-left corner of the screen (approx. 1/4 of the full screen) as if it's "restored" (i.e. smaller than the screen and floating). If Spriter was "restored", it starts up maximized when I double-click a file. All earlier versions of Spriter worked fine in this respect on the same system.
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Hi, Raybrite. The online help is actually a set of more-or-less standard HTML documents being displayed in an embedded browser control. The files themselves are located in your Spriter installation folder under the "docs" folder. You should be able to open and print them with any browser, or even cut/paste them together into any shape and size you want. I will warn you, though: they were made using a "WYSIWYG" editor, so don't expect them to be easy to edit... Don't forget that you can also press Shift+Esc to toggle the keyboard shortcuts list window. If you want to print that list, you should use this forum post (although I'm not sure it's still accurate or complete, so YMMV). I hope that helps.
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The timeline is in milliseconds, so just multiply seconds by 1000. However, if you're talking about a walk cycle, you can make it any length and just loop it to fill out the 30-60 seconds. Can you define your requirements more precisely?
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Resizing the selection rectangle moves the time-line to the left!!
RunnerPack replied to aiat_gamer's topic in Spriter
This happens on my Windows 7 64-bit PC just as aiat_gamer describes/demonstrates. -
If your game engine allows drawing sprites with different colors, you could use the "tags" system in Spriter (Pro?) to engineer a custom solution, but you wouldn't be able to preview the result in Spriter itself. For simple things, I immediately thought of the "stacked images and alpha blending" idea that Mike mentioned. Sub-entities would make this idea fairly easy to manage, too.
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Hi, loodakrawa, I think this was already covered in this thread. I hope that helps.
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1. Please watch your language. 2. It's been stated repeatedly over the past few months that Edgar is not adding any more features to Spriter until the official reference implementation is finished. 3. The Unity importer is not an official implementation made by the BrashMonkey team, so there's no point in complaining about it to them. 4. There is a specific thread about the Unity importer where you can post bug reports and ask questions about usage (hopefully with a bit more respect and tact). Thanks for using Spriter and being part of the community.
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Spriter, Construct 2 and playing anims in reverse
RunnerPack replied to tekkendp's topic in Spriter Implementations
I don't know about playing animations in C2, but from an animation perspective, a properly done walk cycle will look unnatural and wrong if you play it backward (especially if you stop the forward cycle at an arbitrary frame and reverse it). If you really need a reversed walking animation, you're much better off animating it separately (hopefully with a good reference example of what bipedal locomotion in reverse really looks like). That's my two cents' worth on the subject, anyway... If it is possible, it could still be useful for other animations, though. -
Already answered: http://brashmonkey.com/forum/index.php?/topic/4001-paste-to-all-keys-just-for-one-image/#entry12197
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Spriter2Unity workflow suggestion!
RunnerPack replied to SkeletalRavenArts's topic in Spriter Implementations
I'm sorry, Dengar. I wasn't very clear. I'm not currently using Unity (although I plan to in the future, so I'm very grateful for your work on updating S2U), so I'm not fully aware of what features the two versions of S2U support. I've been following your thread about it, but, again, as someone only vaguely interested in using it in the future, not as an active developer. I was actually referring to the old version when I wondered why it didn't support atlases. It was not meant to be a critique of you or your work. Sorry for the confusion. BTW, just as you were not aware of TexturePacker, I was not aware that Unity has its own atlas-generating utility. If it works with Spriter assets (either now or in the future), then I probably won't even mess with TexturePacker (unless I make sprites for use outside Unity, of course). -
Spriter2Unity workflow suggestion!
RunnerPack replied to SkeletalRavenArts's topic in Spriter Implementations
I haven't used Spriter2Unity, and I know very little about it, but Spriter already supports texture atlases (via TexturePacker integration), so it seems like it shouldn't take much to implement this (in fact, I'm surprised it isn't already supported). -
I don't know what causes this, how hard it will be to fix, or whether it's being worked on (although I'm sure it is, time permitting), but I have a suggestion for a workaround you could try: export to a multiple of the final size you want, then use a batch image processor (like IrfanView or ImageMagick) to resize the resulting images to your desired size. It's definitely a bodge, and it could get cumbersome for a production workflow, but if you need results now, it's worth a try, right?
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I agree wholeheartedly with what Mike wrote about game levels. Using one, giant (or even a few rather large) raster images for backgrounds is a bad idea. You may argue that Unity is hardware accelerated, but the hardware is still expecting "textures" which are usually limited to squares anywhere from 128x128 to 1024x1024 pixels in size, in powers of two. Besides the actual runtime aspects, your idea would also have a negative impact on efficiently storing and distributing the resulting game. I also want to go slightly off-topic for a bit and point out that InkScape is free, and I just tested creating a 20,000 x 1080 pixel canvas, and it worked just fine (although I haven't drawn much actual content on said canvas). This isn't really that surprising, though. InkScape doesn't have to store 21,600,000 actual pixels anywhere, since vectors are just abstract, mathematical constructs, and thus use very little memory. They're only turned into pixels when you want to look at them, and then they're usually limited to the size of your computer's display (which I doubt is 20,000 pixels in any one dimension ;)). Exporting such an image to a file will, of course, take a while, and use scads of memory. This probably has something to do with why Illustrator has its size limit. I know this probably won't make you switch to InkScape, but you should at least give it a try (but only for making smaller stuff, like Mike said... at least until someone makes a tool for importing SVGs into Unity as actual geometry, rather than as textures). It's actually quite good, and you can't beat that price ;)
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I agree that it would be nice if the program could magically know what pivot points need to be copied where, but it's not really feasible, is it? There are too many possible combinations of image names, folder names, folder structures, etc. for Edgar to make a simple routine that can do all your work for you ;)
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I just tried dragging animations around in the hierarchy, and I got some very odd behavior... I think your "clone entity and delete unwanted animations" idea is the way to go, for now. If you want to resize the entire document, including all animations and all entities, you can use File->Other file actions...->Save as Resized Project (and images), and if you want to resize a single animation, you can click the little "..." button next to the "Clone animation" button, and make a scaled (and/or rotated) clone of the current animation. If you really want to get the most out of Spriter, I highly recommend watching all of the Spriter tutorial videos.
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SymboliC, It sounds like you're trying to copy a pivot point with multiple images selected, then paste to another group of multiple images. You can only copy one image's pivot point, then paste that pivot point to one or more images, as explained in the section of the manual you quoted. Can you try that and let us know if it works?
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Hi, SymboliC, You brought up a good point that I hadn't thought of when I made my first reply: GIF's color limitations. Since it is commonly only used for a preview, the reduction of colors isn't usually a problem. Anyone using it for final output is likely aware of its limitations and can work around them. However, it would be nice to be able to output a full-color animation, with full alpha channel. To this end, I believe animated PNG export support should be added to Spriter. Although APNG isn't officially supported by the original designers of PNG, and it almost definitely isn't supported by the version of libpng against which Spriter is linked, it has become a de facto standard, and is more widely used and supported than the official, and IMO overly complicated, "MNG" format. It is even supported by most browsers, either directly or through some type of extension. It would be fairly straightforward to add support, either by using a version of libpng that supports APNG, or with APNG-specific code patched into the GIF export functionality. For reference, here is the Mozilla APNG spec.
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With all due respect, I would personally prefer that the export options stay as they are, rather than bloating Spriter with features that only benefit a few users (not to mention taking development time away from more useful features). The problem of converting between various animation and video formats has been solved many times over by existing, free tools, such as VirtualDub and ffmpeg. With only a little bit of work, you could even set up a script that would batch-convert an entire folder of GIFs to the video format of your choice.
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Actually, I believe that page is just a reference to show the mouth shapes you need to draw for your own characters. Also, Spriter itself is restricted to PNG images, not this feature alone.