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ruberboy

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  1. Like
    ruberboy reacted to Mike at BrashMonkey in MSVCR120.dll and MSVCP120.dll missing!   
    Thanks for sharing this info @ruberboy !
  2. Like
    ruberboy got a reaction from Mike at BrashMonkey in MSVCR120.dll and MSVCP120.dll missing!   
    Windows 11, new computer.
    The solution for me was reinstalling MS VC++ from 2010. 32 bits (installed 64 bits too, just in case). Don't worry about "not aplicable", it works. I think its the same adobe suite installs.
    Regards.
  3. Like
    ruberboy got a reaction from Burning-Wood in Where is the Mesh Deformation update?   
    Or... You can use skin on the parts that are critical (need deformation) like cloth etc... so you dont affect so many objects and make the work unstable. You could have a backup with and without skin. My recommendation is:
    drag all objects in scene and create complete hierarchy of needed bones, save as normal version without skin. Drag and object as skin, and link to bone inmediately, then save as skin version and if you get a crash start again from that point. This is the only way to work with skin more or less fast. At this moment even free software supports bone deformation with mesh or grid, so it would be cool to have skin as stable as possible without compromising development of spriter 2, if possible.
  4. Like
    ruberboy reacted to Mike at BrashMonkey in My Spriter works   
    very glad to help. certainly no need for apologies
    Cheers.
  5. Like
    ruberboy reacted to Mike at BrashMonkey in Please post feature suggestions here.   
    Something like this is planned for Spriter 2, but almost certainly won't make it into Spriter Pro, as the entire data structure and core code of Spriter woulsd have to be changed, which would not only further postpone Spriter 2, but it would also break compatibility with all existing Spriter API's.
  6. Like
    ruberboy reacted to Evan in Jump the Shark   
    Created a character for a Sonic-like game: Jump the Shark.
    Here he is as pixel art with NES-like constraints (3 colors).  Sorry about the bad color contrast, but I'm not fixing this one at this time because it's only here as an intro.

    And now, Clawburr, an enemy for Jump. This was my first attempt with Spriter.

    Clawburr exists to test Jump's ability to jump in a timely fashion, as running into him is clearly a painful proposition. I also think he serves as a demonstration of how a little squetch (squash and stretch) can counteract the 'paper cut-out' feel of a Spriter animation.
    Speaking of squetch, here's the goomba equivalent of Jump's world: a sea-slug named Lug.

     
  7. Like
    ruberboy got a reaction from Mike at BrashMonkey in Hi everyone.   
    Hi and welcome to the board. 
    Animation looks good so far. Meshdeform is not as needed as you think. It makes things a bit more slow to finish without the feature but doable. Just slice up everything in parts. For things like clothes add some cloth pieces and frame independently each using linear tween (starting point to end point, easy peasy.. so you dont need a gazillion frames just for a little cloth moving(one of the most powerfull tools of spriter imho). For swapping parts control the transition speed so it does not look wonky. You can look at tombmonkey's work here, extremelly good without deforming feature (I tweaked his work to learn).
    I can say with practice now that mesh deform is not needed in my case (faster to finish works, yes but not indispensable)).
    Dont forget that meshdeforming feature in other programs is not always possible to export 100% to game engines (in data format that is the most convenient memory wise).
    Cheers.
  8. Like
    ruberboy reacted to thedicegoddess in Stuff I'm working on...   
    It's a little hard to explain. I'm just going by what they say this video here. From my knowledge, there isn't a whole lot of support for it yet, though I would love to see more.
     
  9. Like
    ruberboy reacted to thedicegoddess in Stuff I'm working on...   
    Everything is starting to look pretty in prep for the demo. 
     
     

  10. Like
    ruberboy reacted to aiat_gamer in My foray into animating   
    Ok, an update after a loooong time:
     
     

  11. Like
    ruberboy reacted to aiat_gamer in My foray into animating   
  12. Like
    ruberboy reacted to aiat_gamer in My foray into animating   
  13. Like
    ruberboy reacted to Mike at BrashMonkey in Add a sword in my animation   
    Right. that's exactly what I was saying. It's OK for the player to keep momentum, or even GAIN a quick burst of speed while swinging, BUT they would never continue a causal walk with their legs while swinging with their upper body. 
  14. Like
    ruberboy got a reaction from Mike at BrashMonkey in Add a sword in my animation   
    I think Mike got reason (if I understood well what you want). You could just use an animation for the walking/running alone without the sword, and then, when you in game press a key (for example) then switch fast to the sword animation and when it finishes put back the run/walk again, it wont be too noticeable and more natural than trying to sync everything.
    Cheers.
  15. Like
    ruberboy got a reaction from JohnnyType in A question for animators   
    HI. Some questions. I know in 3d programs there are intervals that because of interpolation have to be corrected. I dont know if in spriter is like that. I think if you dont use imagechanges/swapping it is exact and have no mistakes in interpolation (I know from experience with spriter and lots of headaches).
     
    But I have discovered that if you use image swapping and you get little misplacement/jumping you have to correct every mistake or jump by using one "fixing" frame before every jump.
     
    Or may be this is normal thing in the animation world, and interpolation is known to be imperfect.
     
    Cheers.
  16. Like
    ruberboy got a reaction from JohnnyType in My Spriter works   
    Hi all.
    Just learning the program (about one week using it, but learned using it in a day or two ;) ).
    I just do animations for practice, not for a game or something just because I've been drawing and doing 3d a lot... animation is a natural expansion. Let's see what I get from the program.
    Two robot animations (Idle and slide), (cheap I know, this was on the first day of using the program).


    And this one is an RPG child I did (very wip), actually never did any rpg related stuff so its new for me. If enough time given to painting I think you can get quite good results. WIP. (almost 1 mb gif LOL). Its incredible that it actually looks more 3d hand painted than 2d paint because of the smooth anim :D (thanks to spriter!).

    Soon, more! As I have more crappy attempts not good enough :D
    PD: is there any way of exporting pngs without alpha?. Gimp forces you to destroy alpha to create a gif that's visible, well next time I'll use the forum background color :D
  17. Like
    ruberboy got a reaction from turosteel in Photoshop/Paint/Corel advice to make sword slashes and fireballs   
    Ok, so no one said nothing on this? how is that.
     
    This is simple my friend. 
     
    First thing, using filters in pshop or whatever is not bad, for effects.
     
    If you want to have it perfect without transparency problems we will stick with Antialias (plenty of colors, no hard pixels, just default brush ok) if you want it with hard pixels (traditional pixel art) you must use something like alpha threshold and clean borders at all frames after finishing.
     
    So, first thing you want a fireball ok? 
     
    Make the colors, inside white, then yellow, and then red (you can use whaever colors), now copy that layer, and in the new copy apply a filter of BLUR or GAUSSIAN BLUR or alike, ok?
     
    now change the mode of that layer to ADD. now duplicate that copy layer like 3 or 4 times and it will bring more "Shine" to it. 
     
    This is the basis for all fire FX and shinings.
     
    You can change the layer modes and experiment with different colors.
     
    Hope it helps.
  18. Like
    ruberboy got a reaction from DarrenOl in distorting sprites the easy way   
    This is a tutorial I made That I think could be a good idea.
     
    Its for making sprites in a 3/4 view which can be VERY difficult without a 3d model, so we use an easy way with the scaling tool. You can disable interpolation in the tool (in gimp) for less blurring results. If you use other program there should be an option similar.
     
    This method is very old and was used in pixelart for making things like coins or the rings in sonic spinning (or similar method).
     
    1-First take the sprite or part you want to make 3/4 view and have it on a layer. (draw it, paste it, whatever).
     
    2-Make 2 Duplicates.
     
    3-Divide the 1 duplicate by middle by deleting it with the square selection tool(natural middle in this case about the navel).
     
    4-Do the same for the other duplicate.
     
     

     
    5- Now use the scaling tool on one half of the duplicate , in this case the one which is farther to us, and tweak it to make it narrower.
     
    6- Do the same to the other part, but have in mind to leave one part smaller as to emulate perspective. Tweak everything By hand, I recommend 1px round brush. This is the final result after tweaking.
     

     
    Sorry about the crappy presentation I almost messed up last image, but you get the idea. Using a 3d modelling program and drawing over is tedious, and using the perspective tool can get messy. This way is easier... Now the most important is tweaking and leaving as you like and make last corrections at the end.
     
    Hope you find it useful, I think you can do the same thing with vectors if you use flash (Im not sure).
     
    Cheers.
  19. Like
    ruberboy got a reaction from Arrgincey in My Spriter works   
    Hi all.
    Just learning the program (about one week using it, but learned using it in a day or two ;) ).
    I just do animations for practice, not for a game or something just because I've been drawing and doing 3d a lot... animation is a natural expansion. Let's see what I get from the program.
    Two robot animations (Idle and slide), (cheap I know, this was on the first day of using the program).


    And this one is an RPG child I did (very wip), actually never did any rpg related stuff so its new for me. If enough time given to painting I think you can get quite good results. WIP. (almost 1 mb gif LOL). Its incredible that it actually looks more 3d hand painted than 2d paint because of the smooth anim :D (thanks to spriter!).

    Soon, more! As I have more crappy attempts not good enough :D
    PD: is there any way of exporting pngs without alpha?. Gimp forces you to destroy alpha to create a gif that's visible, well next time I'll use the forum background color :D
  20. Like
    ruberboy got a reaction from adzl in distorting sprites the easy way   
    This is a tutorial I made That I think could be a good idea.
     
    Its for making sprites in a 3/4 view which can be VERY difficult without a 3d model, so we use an easy way with the scaling tool. You can disable interpolation in the tool (in gimp) for less blurring results. If you use other program there should be an option similar.
     
    This method is very old and was used in pixelart for making things like coins or the rings in sonic spinning (or similar method).
     
    1-First take the sprite or part you want to make 3/4 view and have it on a layer. (draw it, paste it, whatever).
     
    2-Make 2 Duplicates.
     
    3-Divide the 1 duplicate by middle by deleting it with the square selection tool(natural middle in this case about the navel).
     
    4-Do the same for the other duplicate.
     
     

     
    5- Now use the scaling tool on one half of the duplicate , in this case the one which is farther to us, and tweak it to make it narrower.
     
    6- Do the same to the other part, but have in mind to leave one part smaller as to emulate perspective. Tweak everything By hand, I recommend 1px round brush. This is the final result after tweaking.
     

     
    Sorry about the crappy presentation I almost messed up last image, but you get the idea. Using a 3d modelling program and drawing over is tedious, and using the perspective tool can get messy. This way is easier... Now the most important is tweaking and leaving as you like and make last corrections at the end.
     
    Hope you find it useful, I think you can do the same thing with vectors if you use flash (Im not sure).
     
    Cheers.
  21. Like
    ruberboy got a reaction from Asuqytrau in distorting sprites the easy way   
    This is a tutorial I made That I think could be a good idea.
     
    Its for making sprites in a 3/4 view which can be VERY difficult without a 3d model, so we use an easy way with the scaling tool. You can disable interpolation in the tool (in gimp) for less blurring results. If you use other program there should be an option similar.
     
    This method is very old and was used in pixelart for making things like coins or the rings in sonic spinning (or similar method).
     
    1-First take the sprite or part you want to make 3/4 view and have it on a layer. (draw it, paste it, whatever).
     
    2-Make 2 Duplicates.
     
    3-Divide the 1 duplicate by middle by deleting it with the square selection tool(natural middle in this case about the navel).
     
    4-Do the same for the other duplicate.
     
     

     
    5- Now use the scaling tool on one half of the duplicate , in this case the one which is farther to us, and tweak it to make it narrower.
     
    6- Do the same to the other part, but have in mind to leave one part smaller as to emulate perspective. Tweak everything By hand, I recommend 1px round brush. This is the final result after tweaking.
     

     
    Sorry about the crappy presentation I almost messed up last image, but you get the idea. Using a 3d modelling program and drawing over is tedious, and using the perspective tool can get messy. This way is easier... Now the most important is tweaking and leaving as you like and make last corrections at the end.
     
    Hope you find it useful, I think you can do the same thing with vectors if you use flash (Im not sure).
     
    Cheers.
  22. Like
    ruberboy got a reaction from DalilaTuP in distorting sprites the easy way   
    This is a tutorial I made That I think could be a good idea.
     
    Its for making sprites in a 3/4 view which can be VERY difficult without a 3d model, so we use an easy way with the scaling tool. You can disable interpolation in the tool (in gimp) for less blurring results. If you use other program there should be an option similar.
     
    This method is very old and was used in pixelart for making things like coins or the rings in sonic spinning (or similar method).
     
    1-First take the sprite or part you want to make 3/4 view and have it on a layer. (draw it, paste it, whatever).
     
    2-Make 2 Duplicates.
     
    3-Divide the 1 duplicate by middle by deleting it with the square selection tool(natural middle in this case about the navel).
     
    4-Do the same for the other duplicate.
     
     

     
    5- Now use the scaling tool on one half of the duplicate , in this case the one which is farther to us, and tweak it to make it narrower.
     
    6- Do the same to the other part, but have in mind to leave one part smaller as to emulate perspective. Tweak everything By hand, I recommend 1px round brush. This is the final result after tweaking.
     

     
    Sorry about the crappy presentation I almost messed up last image, but you get the idea. Using a 3d modelling program and drawing over is tedious, and using the perspective tool can get messy. This way is easier... Now the most important is tweaking and leaving as you like and make last corrections at the end.
     
    Hope you find it useful, I think you can do the same thing with vectors if you use flash (Im not sure).
     
    Cheers.
  23. Like
    ruberboy got a reaction from WalterMi in distorting sprites the easy way   
    This is a tutorial I made That I think could be a good idea.
     
    Its for making sprites in a 3/4 view which can be VERY difficult without a 3d model, so we use an easy way with the scaling tool. You can disable interpolation in the tool (in gimp) for less blurring results. If you use other program there should be an option similar.
     
    This method is very old and was used in pixelart for making things like coins or the rings in sonic spinning (or similar method).
     
    1-First take the sprite or part you want to make 3/4 view and have it on a layer. (draw it, paste it, whatever).
     
    2-Make 2 Duplicates.
     
    3-Divide the 1 duplicate by middle by deleting it with the square selection tool(natural middle in this case about the navel).
     
    4-Do the same for the other duplicate.
     
     

     
    5- Now use the scaling tool on one half of the duplicate , in this case the one which is farther to us, and tweak it to make it narrower.
     
    6- Do the same to the other part, but have in mind to leave one part smaller as to emulate perspective. Tweak everything By hand, I recommend 1px round brush. This is the final result after tweaking.
     

     
    Sorry about the crappy presentation I almost messed up last image, but you get the idea. Using a 3d modelling program and drawing over is tedious, and using the perspective tool can get messy. This way is easier... Now the most important is tweaking and leaving as you like and make last corrections at the end.
     
    Hope you find it useful, I think you can do the same thing with vectors if you use flash (Im not sure).
     
    Cheers.
  24. Like
    ruberboy got a reaction from Dryynrins in distorting sprites the easy way   
    This is a tutorial I made That I think could be a good idea.
     
    Its for making sprites in a 3/4 view which can be VERY difficult without a 3d model, so we use an easy way with the scaling tool. You can disable interpolation in the tool (in gimp) for less blurring results. If you use other program there should be an option similar.
     
    This method is very old and was used in pixelart for making things like coins or the rings in sonic spinning (or similar method).
     
    1-First take the sprite or part you want to make 3/4 view and have it on a layer. (draw it, paste it, whatever).
     
    2-Make 2 Duplicates.
     
    3-Divide the 1 duplicate by middle by deleting it with the square selection tool(natural middle in this case about the navel).
     
    4-Do the same for the other duplicate.
     
     

     
    5- Now use the scaling tool on one half of the duplicate , in this case the one which is farther to us, and tweak it to make it narrower.
     
    6- Do the same to the other part, but have in mind to leave one part smaller as to emulate perspective. Tweak everything By hand, I recommend 1px round brush. This is the final result after tweaking.
     

     
    Sorry about the crappy presentation I almost messed up last image, but you get the idea. Using a 3d modelling program and drawing over is tedious, and using the perspective tool can get messy. This way is easier... Now the most important is tweaking and leaving as you like and make last corrections at the end.
     
    Hope you find it useful, I think you can do the same thing with vectors if you use flash (Im not sure).
     
    Cheers.
  25. Like
    ruberboy got a reaction from Arrgincey in distorting sprites the easy way   
    This is a tutorial I made That I think could be a good idea.
     
    Its for making sprites in a 3/4 view which can be VERY difficult without a 3d model, so we use an easy way with the scaling tool. You can disable interpolation in the tool (in gimp) for less blurring results. If you use other program there should be an option similar.
     
    This method is very old and was used in pixelart for making things like coins or the rings in sonic spinning (or similar method).
     
    1-First take the sprite or part you want to make 3/4 view and have it on a layer. (draw it, paste it, whatever).
     
    2-Make 2 Duplicates.
     
    3-Divide the 1 duplicate by middle by deleting it with the square selection tool(natural middle in this case about the navel).
     
    4-Do the same for the other duplicate.
     
     

     
    5- Now use the scaling tool on one half of the duplicate , in this case the one which is farther to us, and tweak it to make it narrower.
     
    6- Do the same to the other part, but have in mind to leave one part smaller as to emulate perspective. Tweak everything By hand, I recommend 1px round brush. This is the final result after tweaking.
     

     
    Sorry about the crappy presentation I almost messed up last image, but you get the idea. Using a 3d modelling program and drawing over is tedious, and using the perspective tool can get messy. This way is easier... Now the most important is tweaking and leaving as you like and make last corrections at the end.
     
    Hope you find it useful, I think you can do the same thing with vectors if you use flash (Im not sure).
     
    Cheers.
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