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famekrafts

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  1. The main reason to use Spriter is to not have to export frames of the animations to your game engine of choice. It's when you use the animations directly in the game engine that it becomes a really interesting tool. I know that but I have to give my clients other options as well, especially who do not use unity or construct2. I am creating these especially for game assets packs. Hopefully in future plugins for all of the game engines will be ready but currently spriter supports only these 2 main game engines.
  2. Hi Mike I went through the tutorial on your site for animation: These are the few things I suggest : 1)Playback animation should stop if we click anywhere on the timeline. 2)If we are using too many bones especially close together it becomes very difficult to hover over the edge of the bones so that the rotation or scaling option becomes visible. If we move even a mm around, the options disappear. This makes it a bit time consuming to rotate the bones. It is ok for now but for future try to add an option where we can select a bone by left click, the rotate scale feature automatically hovers with the rotate icon and binding box. I mean keep both the options- what is now and the one I mentioned above for few extra bones which are very close by. The issue here is when we are checking the animation, it is not practical to zoom in every time to rotate the bones, especially when they are intersecting each other or very close to one another Screenshot attached. 3) Timeline is very confusing. We are not really sure, how the time is calculated, is it fps or simply seconds or mseconds. We can control the speed with play speed scroller, but how do we determine what length the actual animation will be when exported to gif or png sequence or imported into a game engine. 4) I tried exporting few gif images and the files size was going over 2 mb (maybe something to do with the HD size of my graphics). If we bring the HD size into Scirra or Unity, can I scale it down in the game engine or should I scale it down before in spriter only? Anyone who has used animestudio or flash before, can grasp spriter very easily and it is really looking good.
  3. Mike an update For moving the layers in z order, ctrl and arrow keys are working for only one layer, what if we select more than 2-3 layers and move it with ctrl + arrow keys? That feature will also help.
  4. Mike Actually I did not try it, I am still going through the manual. That is fine, even if it is implemented in future.
  5. Well worked with spriter for last 2 days, found these feature requirements, not sure if any of these listed before or already have some solution, I am anyway going to test it for next few weeks and uploading assets on scirra store. So will keep updating as I go. 1) Z order needs a change. when we drag and drop any body art, it always come at the top, it should come on top of the last layer selected in the z order. This will remove the hassle of dragging layers from the top to the very bottom, especially when there are too many parts. If that is not possible, provide a shortcut key say ctrl + up down/ arrow, for moving the selected layers in z order up and down. Shift + ctrl + up/down arrow to move them to the very top and very bottom respectively. ( similar to photoshop layers) This will make the workflow very fast. 2) in the edit menu, try to add customized keyboard shortcut settings, so we can change and add our own short cuts, for example zooming in and out ctrl + and - are the default zooming in and out for many browsers and software. Its bit awkward to press ctrl + alt +space. so if we can edit and customize shortcuts, that will help. ( unless this is already implemented and I have somehow missed it) 3) The animation timeline when docked cannot be stretched after a particular height. If I undock it it can be streched to show all layers but that misses the point. It should be like flash where the timeline can be stretched to any height even when it is docked. In turn making the canvas size smaller when time line is stretched so it makes the canvas still viewable, even if it is small. I have not started animating yet, so will keep updating once I test it more. Till now spriter has been very stable, probably it has to do with high RAM and Graphic cards my work station has.
  6. I am not sure if it is mentioned above but cocos2d, corona, torque and gamesalad are few of the engines which will do great with spriter.
  7. Thanks Mike You mean sell right? (for "completely free to see" ). I am creating game packs for scirra store and as spriter works well for construct 2, I am going to include the spriter version as well with flash animations
  8. I am designer creating packs for various game engines. Can we use the free version of spriter for creating commercial character packs or we need to buy the pro version? There is no feature comparison list available. I am also writing a book on games and would love to test and review spriter for it.
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