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Everything posted by Pikarus

  1. I totally am still interested in a proper python implementation, I have not yet had the time to do it myself, although I have progressed beyond pygame and moved on to Kivy. Perhaps the code used to implement it in pygame will be easily transferable to kivy style since it uses pygame in the background as well, but I guess we will see. Hoping you are still planning on working on this.
  2. Intentional? Also, it seems inter-forum links from before update won't work now, the urls for topics are composed differently now.
  3. Excellent Job, I got home from work and hit --> 'b', enter and it was like kAbLaMM new look! :P I have yet to explore much features, but the layout is nice EDIT: hey look, a like system :)
  4. If you select the topmost bone in the group, the upper arm bone for instance, then hit Z it will seelct all children bones and all the sprites attached to those bones. Then hold CTRL and drag or rotate that bone and you will get a duplicate arm. This thread has a shortcuts list that will be useful to you as well. EDIT: Thread link was to old forum. Fixed it to point to the shortcuts topic in the updated forum.
  5. This is a duplicate thread, and you got a reply in the other one. Please try to refrain from creating identical threads in the future :)
  6. I imagine the admins will ask you which version and operating system you are running before they can help you.
  7. This video can show how to make the character switch which arm holds the sword. But as far as doing it entirely with the basic platform pack? Not 100% on this but I believe it would require additional images. to allow the arm to cross the body. This animation is totally doable with Spriter though. EDIT: didn't notice my failed embed attempt. fixed now.
  8. This might be of use to you Shortcuts http://www.brashmonkey.com/forum/viewtopic.php?f=9&t=12357
  9. well there are other ways to do this faster. Select the highest bone in the heirarchy (the beginning of the chain) i.e. the upper leg bone. Then just hit 'Z' All children of that bone become selected, sprites as well unless you turn LOCK SPRITES on then Z will select all the bones below the leg. Then shift-drag the foot while highlighting its tip. Much faster, and doesn't require the CTRL button.
  10. If you select say the upper leg bone, then hold ctrl and click the lower leg bone, then click the foot bone (while still holding ctrl) then you will have three bones selected. Let go ctrl. Highlight the foot bone near its tip. The rotate icon (curved doubleheaded arrow) will appear. Now hold SHIFT and click and hold Left-Mouse. While you drag the foot it will control the whole leg. Is that what are you trying to achieve?
  11. This effect can be achieved in free version also, although it takes a two-bone setup. example: I used one bone to define the rotation (the path) and I gave that bone a child bone, to which I attached an image. there are four keyframes here, one for each direction (starts east, then south at 250ms, west at 500ms, north at 750ms) and the animation is set to loop (tween) back to the first keyframe. At each of the (south west north) keyframes I adjusted the child bones rotation to make the chest piece point straight up (or could have aimed it anywhere but to cancel roation this is how you would d
  12. I appreciate the reply Mike and am glad to hear that. I know I might seem to have more ideas (or at least more chosen to be shared) than the average forumite here but to be honest, that's not a new thing for me. I tend to get excited about things I become interested in, and am always thinking of ways expand my horizons and the ones of those around me. However, I also don't want to inundate the forum with ideas or to flood the forum with a million and one 'suggestions' (see the feature suggestion thread) so if I seem over-excited please let me know and I will try to hold my tongue (fingers) a l
  13. I would like to propose that not only can the software be advanced, but so perhaps also can the website itself, and by extension the forum. The first thing I noticed, before I even downloaded the program, was that there is no inbox and thus no private messaging available. I wonder if this was done on purpose, and if so, I can see a few reasons that would be a valid design choice, but at the same time, I feel it could be an enhancement to the community to allow people to initiate conversations directly between each other, rather than always posting a public discussion. Sometimes you just might
  14. This is a repeat of something I had posted in the b10 bug thread, but it's kind of frustrating me, so I will post it again here. Running Windows XP. Holding down Right-Click on a selected bone brings up the anchor/inheritance menu, but I can't select any option, and spriter stops responding, until I hit CTRL-ALT-DELETE, then the window disappears and I can again use spriter. EDIT: Upon further investigation of this frustration it turns out, that while the anchor/inheritance window is opened, although it may SEEM like nothing is responding, in fact I was wrong. If I click the anchor, spriter si
  15. Thanks Mike. Yeah I tried and it does indeed work properly with no unexpected results.
  16. The list continues. I have just downloaded Spriter b11 and have discovered that something hasn't changed that I expected might have. Perhaps it was by design... but at any rate: When using onion skins, the first keyframe (perhaps only if that keyframe is at time entry 0) will not show up even though I dragged the red onion skin 'object/highlighted region' (for lack of a better term) far to the left of the 0 time entry. I think it should show any keyframe you have highlighted, not just keyframes the onion skin 'object's endpoint is past. I have not checked whether this behaviour applies to any
  17. Is it best to uninstall b10 and install b11 or will installing b11 on top of b10 likely not create any issues?
  18. Thanks for the reply Mike. Yeah, when I was looking at a few sites prior to making this animation, I had come across several explanations of the up and the down pose as well, and of course that is one thing that is missing from the animation. There are many other problems with the animation I created, but since it was mainly an exploratory exercise most of those other things are trivial. Some of them one might notice within a minute or two of watching the cycle: His front arm is smaller than the back one. It also moves at a dramatically different rate and to different forward and backward ext
  19. I have been programming since I was 11 years old in various languages, although never released anything, more just had a lot of fun teaching myself new languages and messing around with stuff for my own nefarious purposes. I have a few projects on the go, and while I am NOT the best artist, I aspire to be better so that I can produce the art for my game myself. Anyways, without further ado, here is: a basic, untweaked, glitchy walk cycle. I know it's got some issues xD but its a first effort lol.
  20. Either way the current tool is I'm sure more than sufficient for most needs. Thanks for your input.
  21. I had this problem and fixed it by placing the dll file directly in the Spriter program folder. Problem instantly went away. EDIT: I have now discovered a bug myself. Running Windows XP. Holding down Right-Click on a selected bone brings up the anchor/inheritance menu, but I can't select any option, and spriter stops responding, until I hit CTRL-ALT-DELETE, then the window disappears and I can again use spriter.
  22. I realize I've not yet received any feedback on the quality (or lack there-of) of my previous suggestions, and in reality since my post I realize many of those suggestions are probably short-sighted and perhaps unnecessary. However, I have others. (No guarantees that the quality has improved) * Limitations on things like rotation (aka joint-range limits for an example) This is something that is mainly useful for things like humanoids for instance. Being able to manually set a max extent for various things such as rotation or x or y values of sprites or bones would allow you to do things like f
  23. Well, glad I looked here :) Turns out I was just thinking of posting this as an additional feature request in spriter. I wonder though, would this be easily modified to be able to support more image types? I am a big fan of Gimp, so being able to take a layered .png or .xcf file right into spriter would be equally convenient. (although I could of course export my image as a .psd from gimp as you mention) And further to this. Do you think it would be easy to program a slightly different mode/tool that does something similar but in a way totally opposite thing (as follows) *Import a multiple-fra
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