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BrainSlugs83

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About BrainSlugs83

  • Birthday 04/19/1983

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  1. Ordered by priority / Realisticnes. 1.) Dynamic outlining -- could be cool if you could choose a brush size, color, and an amount of overlap, (i.e. so you can see a little bit of the muscle crease, etc., if you set it to 0, there are no overlapping outlines, if you set it to 1, it completely outlines every shape) -- this seems like it would be pretty easy to do with some zbuffer magic and it would be amazingly useful if you're like using scaling a lot in your animations (scaling tends to really mess up the outlines), or if you're trying to keep your work consistent between different sized sprites (i.e. when you scale them to be the same size, the outlines on one will be huge, versus the other). 2.) Remember my export settings for a given sprite (having to write down the left, right, top, and bottom and re-enter them every time is painful). And remember my export scale settings for a given project (switching between projects and having to change between 25% and 100% when exporting is painful). 2.5 [nice-to-have]) Give me a damn preview of the animation I'm exporting in the export dialog box -- or at least some kind of warning that a part of my animation is going to be chopped off with a given export setting, etc. 2.667 [nice-to-have]) Instead of making me choose the size of the export, let me choose the *center* of the object I'm exporting -- you can scale each frame to fit the animation exactly, and as long as that point is in the center (i.e. if the right edge gets pushed out, push out the left edge too, etc, etc.) -- if you do it this way, everything will be fine, because dividing by 2 is easy! 3.) LAYERS!!! -- Both for designing and exporting (Designing: toggling a layer visibility on/off, or locking a layer, excluding or including a layer's properties in an animation keyframe, etc. -- changing a whole layer's Z-Index or opacity all at once at design time, etc.) -- (for exporting: this would be great for when we need to do multiple render passes, so you end up needing to have an export of JUST the arms, because they render on top of everything, versus just the body, or just the head, etc. -- this is very painful right now, you have to go through the whole animation and change the visibility of EVERY SINGLE PART, SOMETIMES IN MULTIPLE FRAMES -- FOR EVERY SINGLE "LAYER" you want to export -- it is EXTREMELY PAINFUL!!!) 4.) Export to sprite sheet (right now, I have to export to an animated gif, and then import that into a new Pyxel edit animation, to export a sprite sheet -- it's super painful -- would be good if you could export a sheet with all of my animations and parts on it, with a new row for each "layer" or animation, etc.) 5.) Dynamic Lighting (you have Z-order, you can tell that the head is "above" the neck, and that maybe the neck should be slightly shaded, etc.) -- Doesn't have to be at runtime, if it could be precomputed at render time that would be awesome. 6.) Ability to add a Tint (this is something that's easy to do in software or hardware -- basically you just covert the colors to a vector4 and multiply them -- in MonoGame/XNA you get the ability to render sprites with tints "for free" -- to render without tints, you just pass in white -- because it works out as "Identity" -- but it would be really cool to just change the tints in the sprite in my spriter project and see the result, live, edit the curves, etc, and not have to hard code it all in the game engine. -- A common usage for this is like when your player gets hurt, and he needs to flash red, etc, you can just fade the tint between white and red -- or if you want to reuse the same sprite for multiple colors, you can just make the "colored" parts grey-scale and change the tint on those parts in the animation. 7.) Linked Animations -- maybe this is there, but I couldn't find it -- but instead of cloning an animation, make a way to "reference" it, or link to it -- so like, if you have a good walk cycle, and you want to clone it for another animation, but then later on, you want to tweak the walk cycle, those updated should be reflected in the "linked" animations too...
  2. Hi, this is my first post -- I'm giving spriter a try and looking at the "GreyGuy" example files. I watched the demo video, all the way thru -- the one with the Purple Boss. And there was an ellipsis button, down near the playback buttons that would pull up options, and there was an option in there of some kind, it sounded like, that disabled the auto repeat. In the Beta 8 version (I assume? It says "B8"), that button looks like it's moved out of there, and it doesn't seem to have that option anymore. It's really hard to analyse some of the non-repeat animations (like fall for example), because they just keep looping forever. But, so how do you make it so that the animation only plays once?
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