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Marscaleb

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  1. IMO, I think you ought to do a video tutorial that follows the whole process of creating a new character and a few animations. Showing how a feature functions is nice, but showing how it is implemented into an actual product is even better. Personally, I'd rather watch a full video of creating an asset and follow along with it.
  2. Okay, I have very little animating experience, but there's a logical conundrum I'm coming across as I try to think of how I need to animate my character. Just as a simple example, imagine a character holds his arms straight out and level. Then he spins like a top. At 90 degrees his arm is now pointing directly at the viewer. From that angle, his arm would look extremely short, from a 2D perspective. How do I duplicate that effect properly in this program? If I try to scale the bones in his arm, then the image I'd use for his arm is super-compressed and won't look right. If I swap out the arm for a frame where the arm is pointing more toward the camera, then I'll have massive space around the arm, because the bones are 2D. Right? How do I move an arm in a virtual 3D space?
  3. I'd like to hire someone to make my sprites for me. First of all, let me speak of payment. I am planning to launch a Kickstarter for my game in April, but until then I have very little funds available to pay for work. That being said, I am looking for: 1) People who could do some work once I get the funding for this project. 2) Anyone who is willing to work for less than their desired rate until I get funding for this project. Once I have funding, I will retroactively pay you for the full cost of your work. (I must also stress that full compensation is dependent upon reaching successful funding for my game; if I cannot get the game funded then I will not be able to pay you any more than whatever up-front price we agree upon.) If you can do some up-front work for free, that would be ideal, but I understand if you still need some upfront compensation. As I said, I want to launch a Kickstarter campaign this April. History teaches us that the better and more complete a project looks, the more likely it is to receive funding. That's why I'm trying to get some help on-board now; so that I can make a successful campaign more likely. What I am most interested in having animations for right now is my main character, who is simply a knight wearing medieval armor. In the final game he will have three different suits of armor with interchangeable components, but for now I just need a simple set of full plate mail. I need animations for idle, run, jump/fall, crouch, attack, crouch attack, getting hurt/dying, and possibly a few other relatively common actions. If you are interested, please contact me. Email works best; my email address is the same as my user name, follow by an @hotmail.com. You could also PM me or reply to this thread. Please mention how much you would charge for a full rate, and how much you would be willing to work for before I receive funding (if you are willing to do so.) If you charge by the hour, please indicate how much you can accomplish in (x) many hours. Also, please offer me some links or samples to your work.
  4. So I just today started working with Spriter. There's a few things that come to my mind right away, and I don't know if these are already options within the program, but I could not find them in any logical place. If these options are already available, please let me know! 1) First of all, I'd like to see some more guides in the editor. Specifically, I want to set up a guide for a hit-box for my character. While working on the animations, I want to have a good sense of exactly what point an enemy or a wall will hit him, so I can identify right here what animations are going to be clipping through walls, detecting false hits, etc, and make adjustments right here rather than after I've exported everything and set it up. So I'd like to be able to put up some guide-lines and/or guide-box so I can see what that area is. I suppose I *could* drop in a box sprite at the back of my animation and simply remove it when I export, but that really seems unprofessional and awkward. 2) Secondary to that, I'm kind of unsure what sort of "scale" I'm looking at within the editor. Of course such things can be adjusted, but if I just drop a sprite into my scene, I'd like to have some clear idea of how big that will look once exported. A grid in the background would be nice; something I can adjust to fit whatever my end-goal is, like show what a 64x64 pixel square would be. 3) And as a third form of guide, I'd like to be able to set up a moving ground guide or a motion guide to help me make sure a moving animation looks right. The way I imagine it working is I declare that I want one, and a checkerboard pattern appears in the background, (sized to match the grid or sized according to custom parameters) and then I tell it to move (for example) to the right at a speed of 640 pixels per second, or 10 (64^2 blocks) per second. (Or it could just be the same guide as I mentioned above, but now moving, and checkered.) At any given time index, the guide will have moved as far as it would in that timeframe. In the example given, the guide would look exactly the same at 0 seconds as at 1/5 of a second, and at 1/10 of a second the checkerboard pattern would be completely reversed. This way I can make sure that my walking animation looks proper for a given speed. Ideally, a feature could be implemented where the editor can anchor a sprite to this guide, so I could set a foot down, declare it to anchor at that timeframe, and then as I advance the time I will see the foot get pushed back exactly equal to the speed of that guide, meaning if the character moves at that exact speed the foot will look like it remains on the ground. It would be especially useful it I could adjust the guide to scale in individual axes or rotate it; then I could create animations for things like climbing stairs and slopes very easily. Let's see, what else... 4) Is there a way to set an sprite to have its pivot point default to the exact center? Seriously, that should be default.
  5. So I just today started working with Spriter. there's a few things that come to my mind right away, and I don't know if these are already options within the program, or if I ought to be posting these as suggestions to be implemented within the program. First of all, I'd like to see some more guides in the editor. Specifically, I want to set up a guide for a hit-box for my character. While working on the animations, I want to have a good sense of exactly what point an enemy or a wall will hit him, so I can identify right here what animations are going to be clipping through walls, detecting false hits, etc, and make adjustments right here rather than after I've exported everything and set it up. So I'd like to be able to put up some guide-lines and/or guide-box so I can see what that area is. I suppose I *could* drop in a box sprite at the back of my animation and simply remove it when I export, but that really seems unprofessional and awkward. Secondary to that, I'm kind of unsure what sort of "scale" I'm looking at within the editor. Of course such things can be adjusted, but if I just drop a sprite into my scene, I'd like to have some clear idea of how big that will look once exported. A grid in the background would be nice; something I can adjust to fit whatever my end-goal is, like show what a 64x64 pixel square would be. And as a third form of guide, I'd like to be able to set up a moving ground guide or a motion guide to help me make sure a moving animation looks right. The way I imagine it working is I declare that I want one, and a checkerboard pattern appears in the background, (sized to match the grid or sized according to custom parameters) and then I tell it to move (for example) to the right at a speed of 640 pixels per second, or 10 (64^2 blocks) per second. (Or it could just be the same guide as I mentioned above, but now moving, and checkered.) At any given time index, the guide will have moved as far as it would in that timeframe. In the example given, the guide would look exactly the same at 0 seconds as at 1/5 of a second, and at 1/10 of a second the checkerboard pattern would be completely reversed. This way I can make sure that my walking animation looks proper for a given speed. Ideally, a feature could be implemented where the editor can anchor a sprite to this guide, so I could set a foot down, declare it to anchor at that timeframe, and then as I advance the time I will see the foot get pushed back exactly equal to the speed of that guide, meaning if the character moves at that exact speed the foot will look like it remains on the ground. It would be especially useful it I could adjust the guide to scale in individual axes or rotate it; then I could create animations for things like climbing stairs and slopes very easily. Let's see, what else... Is there a way to set an sprite to have its pivot point default to the exact center? Seriously, that should be default.
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