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Aprowolf

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Posts posted by Aprowolf

  1. 23 hours ago, BrashAdmin said:

    PS. If you have specific suggestions for future contests, in regards to both theme and how the judging should be handled, please don't hesitate to share them so we can consider as many ideas as possible.

    Greetings BrashAdmin and lucid ^^ I'll be submitting my Boss hopefully early tomorrow, I am well aware of the contest  rules ;however and like the rest, I must admit that the likes and "votes" system can be easily abused.

    Mu suggestion, for future contests, that the admins themselves judge the entries, after all  you'll know the time and effort that was put into the execution of each and every animations since you developed the spriter program and well aware of the hardships that comes with game development. you Judge it yourselves based on the lively of the animation, execution, originality, possibility of integration on a final product, you name it.

    because let's face it, making a new account in youtube and pressing a like in your video only takes 1 min,in 30 mins you have 30 likes, but perfecting an entire animation can take an entire day and you might not even get a single like for it. A different approach is that we could still upload the videos on youtube and bring audience to the spriter community (even if the number was small) but the judging criteria should be different than the most easily abused voting system. 

    Sorry for the rant, but it had to be addressed ^^ see you in the contest and wishing everyone a good competition.

  2. you can use paint tool sai with mouse yes ^^ The advice I can give you though is that you do your sketches on pencil and paper first though then take a pic(or scan it if u have scanner) and imported to sai, then use sai for coloring and out lines~

    this video might be useful to you if u want to go about drawing with mouse on sai~

     

  3. thanks XD! and yup :)
    In The Lore of the game The last one does not Speak about his past, But after loosing the count of shooting 50k Arrows in the world his nickname was changed from "The Cyclops" into "ArchBillion" By the locals. The first nick name was given to him back in the time he was a warrior and the second when he basically switched classes.

  4. Greetings everyone ^^

    I decided to share some of my animation works that has been using Spriter Pro, hopefully some of you guys will come to like some of what you see :) 
    All of the work you'll see is related to my game "The Bludgeons" which can be found in Steam green light or published already in Google play.

    -------------------------------------------------------

    Title Animation
    giphy.gif

    -------------------------------------------------------
    Heroes Collections
    giphy.gif

    -------------------------------------------------------
    Monsters Collections
    3oxRmt7J8UfzfAJVRe.gif

    3o6UB1Ubh6phFWQoZW.gifxT77YdkhR8JwHh2sqA.gifgiphy.gifgiphy.gifgiphy.gifgiphy.gif

    giphy.gif

    -------------------------------------------------------
    Special Monsters Collection

    giphy.gif3o6UBdIY42hwi9vT9u.gifl0GRl5oIXvOEoLTWg.gifgiphy.gifgiphy.gifgiphy.gifxT77XGtSv9FuSxrX2w.gifgiphy.gif
    giphy.gif
    ----------------------------------------------------------

    More to come soon ^^;
    for time being , you can check the game on steam green light 
    http://steamcommunity.com/sharedfiles/filedetails/?id=594400021
    or check it out in google play
    https://play.google.com/store/apps/details?id=com.aprowolf.ba
    wishing you all good day :)

    Edit will reduce the size of Animations soon so it will be easier for the eyes to see everything~

  5. Ah no no , The 0,0 "fix" is for the (Child) game object NOT for the pivots points. Examine the game objects that has has name "child" to it and check their "transform" position :)

    this is the suggested Fix , and it sets the child game object to 0,0
    again , not the pivots , the child objects, you transform.position.x and .y had deltaXandDeltaY affecting the local position in the original code

     

    Oirginal :

    child.transform.localPosition = new Vector3(deltaX, deltaY, child.transform.localPosition.z); 

    Suggested Fix:

    		protected override void ApplyTransform (Sprite sprite, SpriterObjectInfo info)		{			GameObject child = children [index];			GameObject pivot = pivots [index];			SpriteRenderer renderer = renderers [index];			float ppu = sprite.pixelsPerUnit;			renderer.sprite = sprite;			Vector3 size = sprite.bounds.size;			float deltaX = (0.5f - info.PivotX) * size.x * info.ScaleX;			float deltaY = (0.5f - info.PivotY) * size.y * info.ScaleY;			pivot.transform.localEulerAngles = new Vector3 (0, 0, info.Angle);			pivot.transform.localPosition = new Vector3 (info.X / ppu, info.Y / ppu, 0);			child.transform.localPosition = new Vector3 (0, 0, child.transform.localPosition.z); //The fix Suggested if anyone has "position" of game objects appearing in diffrent places			child.transform.localScale = new Vector3 (info.ScaleX, info.ScaleY, 1);						++index;		}

    In case you can not replicate the Issue still , I'll be releasing my game in the next 3~5 days , and I'll be more than happy to share any file with you and the community to improve the New scml Importer :)

    Check you message box for sample file~

    I tried my fix on "Grey Guy" example and it was distorted, then it worked properly when i changed pivots from "center" into the respective human anchoring points. it is 6am in the morning now , I am heading to bed and will test it again hopfully as soon as i finish my game and should not get distracted XD hopefully you'll find the smaple file helpful ^^

  6. First of all , Amazing job , and congratulations  on releasing the Implementation :)
    I am testing this Importer atm . I dunno how I missed it XD

    I have came across 1 Issue though : Shifting child transform position.x and .y disturb The looks of some of the animations

    that happens on the line 54, in apply transform , in UnitySpriterAnimator

      child.transform.localPosition = new Vector3(deltaX, deltaY, child.transform.localPosition.z);

    and solved to me by the line

    child.transform.localPosition = new Vector3 (0, 0, child.transform.localPosition.z);

    for all my scmls. 

    That Solved my Issue by making the child always takes the local 0,0 x y position and keep z position /  while only the parent takes the x y world position and rotation.

     

    I just wanted to point out my solution should someone experiance similar thing 

    Also , brilliant job :)

  7. Green monster and dragon bat working fine on the new one :) just some projects refuses to be imported due to the mentioned error.
    I am the momment trying to re-assemble them in new SCML files and re-do the animations from scratch to see if that will solve this issue

  8. I believe i'm always the first to test your updates :P ok here is the thing(serious bug affecting the importing process, I don't advice to upgrade to 1.0.1 immediately). when I try to import SCMLs using this package I get the error 

    "Null Reference Exception : Object.refrence not set to instance of an object "

     

    at line 162

    foreach (var key in keys) { //If it is present, enable the GameObject if it isn't already enabledvar mref = ArrayUtility.Find (key.objectRefs, x => x.timeline == timeLine.id);if (defaultZ == inf) {defaultZ = mref.z_index; //line 162positionChanged = true;} 

    4 of my SCML Projects suffers from the same Issue ,all of them had z values changing on them,  I had to change back to version 1.0 to get them back working again

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