Jump to content

AlisaMesy

Members
  • Posts

    0
  • Joined

  • Last visited

Reputation Activity

  1. Like
    AlisaMesy reacted to Mike at BrashMonkey in Spriter R9 Bug Thread   
    Hi sebby300,

    The first thing I'd do is download and install an older build of Spriter to find out which build introduced this problem. This way you can start working again instead of waiting for the bug fix.

    https://brashmonkey.com/forum/index.php?/topic/3146-download-past-spriter-builds-here/

    cheers.
  2. Like
    AlisaMesy reacted to Victor in Images missing in the artpacks   
    I bought the Deluxe Platformer Art Bundle and spriter informs me that some files are missing:
    Adventure Platformer Pack:
    AdventurePlatfortmerPack_FULL\Goblin_enemy\sword_1\sword_0.png
    AdventurePlatfortmerPack_FULL\Goblin_enemy\sword_1\sword_0_blur_0.png
    AdventurePlatfortmerPack_FULL\Goblin_enemy\sword_1\sword_thrust_blur_0.png
    AdventurePlatfortmerPack_FULL\Goblin_enemy\axe_0\sword_0.png
    AdventurePlatfortmerPack_FULL\Goblin_enemy\axe_0\sword_0_blur_0.png
    AdventurePlatfortmerPack_FULL\Goblin_enemy\axe_0\sword_thrust_blur_0.png
    So opening the Goblin Enemy don't work character maps Big Sword and Axe. There are similar folders at
    AdventurePlatfortmerPack_FULL\PlatformerPack\sword_1
    AdventurePlatfortmerPack_FULL\PlatformerPack\axe_0
    I suppose that there are the same files, but I would like you confirm it.
     
    Run and Gun Pack
    RunNGunPlatformerPack\EnemyCharacter\head\p_head_front.png
    RunNGunPlatformerPack\EnemyCharacter\arms\forearm_jump_0.png
    RunNGunPlatformerPack\EnemyCharacter\arms\forearm_hit_0.png
    RunNGunPlatformerPack\Female_Player\head\p_head_front.png
    RunNGunPlatformerPack\Female_Player\arms\forearm_jump_0.png
    RunNGunPlatformerPack\Female_Player\arms\forearm_hit_0.png
    RunNGunPlatformerPack\Female_Player\smaller_head\p_head_front.png

    RunNGunPlatformerPack\EnemyCharacter\smaller_head\p_head_front.png doesn't miss, but it is from the player character, not from the Enemy Character.
    I can't find any animation that uses this images, so perhaps it's a bug with the scml files.
     
    At last, there are a typo in the folders name inside Basic and Adventure zips that you could want to fix for other customers. There is 'Platformer' not 'Platfortmer'
    Thanks guys.
  3. Like
    AlisaMesy reacted to Jacowaco in Spriter for Unity 5.0   
    Hi, i faced the same problem with bezier curves.
    When i applied your solution the game keeps loading the assets indefinetly
  4. Like
    AlisaMesy reacted to LukeLanFaust in Spriter R4 Bug Thread   
    I downloaded the nixarn's example and I can confirm this is happening on my PC too. I'm using the current R4.1 version on windows 8.1.
     
    All I can assume is that it's trying to modify data that was left behind from the previous images.
     
    EDIT: I've narrowed it down. It only happens when there are absolutely no keyframes in the timeline. If you leave any keyframe, it will not happen. My guess is that it checks position 0 first (in an array or data structure?), but since there's no data to be parsed it'll freeze.
     
    Best of luck!
  5. Like
    AlisaMesy reacted to shaiketdas in I don't see the IK menu on right clicking a bone   
    (I have activated the pro version)
     
    I had watched a video where there was an option to right click on a bone which pops up a menu with couple of options including IK, however when I right click I do not see that menu. My current version is 4.1. What I am seeing is a larger menu with the following options.
     
    Show All Objects
    Hide Selected Objects
    Unlock All Objects
    Lock Selected Objects
    Deselect All
    Copy Selected Items to All Frames
    Copy Selected Item Property to All Frames...
     
    Am I missing something? Or has the IK options moved some where else?
     
    Thanks!
    Shaiket
     
     
     
     
  6. Like
    AlisaMesy reacted to TheKingLunar in Separate easing curves for different sprites   
    Does anyone know whether this is at all possible? I have an animation which requires several limbs of a character to move at different speeds with easing curves. I have one limb completely animated fine, but now I'm going back and trying to add animation to the second limb. Creating a new frame for the second limb's animation results in interrupting the easing curve of the first limb. Can I animate these two sprites separately without having them interfere with each other's animation/easing curve?
  7. Like
    AlisaMesy reacted to lucid in Spriter R4 Bug Thread   
    Please post bugs with Spriter R4 here.
  8. Like
    AlisaMesy reacted to LORDECROOWEL in MAC'S TROUBLE   
    So...hi everyone, this is my first time here and unfortunately I have a problem (hehe). But it's ok, it's normal, Spriter is very Young, so it has a lot to improve and grow, but first of all I'd like to say this software is amazing!! It will help me a lot.
     
    Ok, let's talk about the problem. Now I'm using the new Yosemite's version (the bright new one, 10.10.5) and when I try to drag a Sprite to the middle of the background, nothing happens, the background just stay black and is not possible to visualize anything. I tried to change the color in "View", but it doesn't works. I think the problem is in the Mac's version, because I'm using in my PC, and it's working very well.
     
    :)
     
     
     
  9. Like
    AlisaMesy reacted to Mike at BrashMonkey in Welcome to Brash Monkey's Spriter forum   
    Hi everyone,
    Thanks for trying Spriter. I look forward to feature suggestions and bug reports.
  10. Like
    AlisaMesy reacted to DanaLovesVidya in Exporting to Sprite Sheet or GIF fails   
    Hello.  I made an animation in Spriter Pro, but when I try to export it to a GIF, Spriter crashes before the gif is made. Attempting to export to a sprite sheet goes through the motions, but the png is never there in the end.  Is this a known issue?
  11. Like
    AlisaMesy reacted to bob2 in freeform deformation   
    Any word on when FFD will be added properly?
     
    It seems like you've said its "coming soon" (to quote your webpage) for a very long time to the point where it's getting to be a joke.
     
    I'd really like to buy but i'm holding out for this, or do i accept that its no a priority for you and just spend the extra cash and get spine?
     
    Thanks.
  12. Like
    AlisaMesy reacted to systemExklusiv in How to let Spriter participate in Box2D with libGdx   
    Hello everyone!
     
    I'm pondering on how to let a Spriter's sprite take part in B2D physics world. First of all my general question: How would you do it?
     
    My thoughts so far:
    First of all I used the loader/drawer of trixt0r to get to ready setup libGdx Sprites conveniently. From tis point I tried to get them taking part in physics.
     
    a) My first idea was to make out of each object/box of an entity a static B2D-Body which get a rectangular shape. The rect-shape is just for simplicity - of course the don't yield perfect coillsion.
    These bodies get updated each frame when the Spriter animation renders to get new x,y and rotation.
    By doing this, the texture regions of the sprite are sync'ed with the body's fixture shape.
    It follows a screenshot of the Spriters monster-Sprite, where all the objects (trixt0r lib for libGdx) which have textures attached to have a green bounding box around them. These Boxes are also shapes attached to B2D-Bodies (as fixture shape).
     

    This works so far unless I want to apply force to the monster itself. The problem is that the animation itself is controlling the physics not vice versa.
    I 'd want to let the monster fall down, I would have to make these by translation the coordinates of the Sprite instead of letting the Word control the position e.g.  when its no longer grounded because there is no body underneath - thus I'm loosing the a lot of the advantages of a physics sim. 
    I pasted in some code for setting this up (the following iteration is based on the code of libGdxDrawer class of trixt0r except the b2d stuff) - just to get the idea.
    public static void setUpBodiesToWorld(Player player, Loader<SpriteBox2D> loader,World world) { Iterator<Timeline.Key.Object> it = player.objectIterator(); while(it.hasNext()){ // itereation over all the objects with a libGdx-Sprite Timeline.Key.Object object = it.next(); /* the loader is of tpe Loader<SpriteBox2d> - its like Sprite , I put just a public field for the body in it */ SpriteBox2D sprite = loader.get(object.ref); /*Setting up the fixture shape of the body - below is just an example for taking the objects-boxes a shapes for bodies */ PolygonShape box = new PolygonShape(); box.setAsBox(sprite.getWidth() / 2 * sprite.getScaleX() , sprite.getHeight() / 2 * sprite.getScaleY() , vector.set(sprite.getX(), sprite.getY()), sprite.getRotation() * MathUtils.degRad); BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = BodyDef.BodyType.StaticBody; Body body = world.createBody(boxBodyDef); /*assigning the body and making a association between the TextureRegion and the body When rendering the sprite, the body can be easily retrieved and positioned*/ sprite.body = body; Fixture fixture = body.createFixture(box, 1); fixture.setUserData(sprite); box.dispose(); } }  When the libGdx-Drawer iterates over the Player and retrieves the Sprites an additional body can be retrieved and positioned.
     
    b > My second guess was to draw a static form around the sprite (like the orange ellipse in the screenshot) which encompasses roughly the sprite. This shape is the bodyshape in B2D and keeps track of the curren pos and rotation.
    The sprite positions accordingly to the shape - but with odd visual side effects - e.g. things which look like they should collide don't and vice versa.
     
    I believe the main problem is that the physics aren't involved animating the bones and its difficult to make them behave physically afterwards.
     
    What are your thoughts/Experiences?
     
    Thanks david
     
     
     
     
  13. Like
    AlisaMesy reacted to blackant in better visibilty while moving key on timeline   
    actually  it's really complicated to see where you are moving a key when you grab one and try to position it somewhere in the timeline.
    a simple popup wich indique where the active draged key is could be nice
  14. Like
    AlisaMesy reacted to seanw265 in Having a few usability issues   
    Ok so first of all I'm psyched to finally have a chance to play around with Spriter and I'd love to use it in my game. However I booted it up for the first time today and I noticed that it doesn't seem to play nice with my Retina Macbook Pro. The app functions mostly as expected it just seems poorly laid out and crammed. I've attached an image to convey my concerns.
    I'm wondering, am I missing something? This is pretty much unusable in its current state for me.
     
    (Please excuse my poor handwriting)

     
    Thanks!
    Sean
  15. Like
    AlisaMesy reacted to Dawuwu in Graphics for the tutorials?   
    Hello, i am new to spriter and try to learn it.

    i found many tutorial videos from bashmonkey, but no one linked the graphics to do stuff from the video?
  16. Like
    AlisaMesy reacted to ranosfera in Spriter Pro crash when im using it...   
    Hi guys, im new at this community i just bought my spriter pro license, and when i open it via steam, i usually load a quick char im working on and, it crash.. not instantly but any time, yesterday i use sprite like 20 min and crash, then i open again and stop to crash i work on it like an hour or something like that? im running it in win 8 64bits, any suggestions to fix the problem?
  17. Like
    AlisaMesy reacted to aiat_gamer in Bones names with numbers at the end, why?   
    Why does Spriter put numbers at the end of the bone sometimes? I have no other bones with that name. 
  18. Like
    AlisaMesy reacted to Stinky in Make a Blender exporter for your SCML file format.   
    Spriter is wondrful, I am enjoying every second of my new Pro verson.

    I am an Avid Blender user. I have used it for my personal and professional projects for years now. Blender has lots of animation tools that would take BrashMonkey years to re-invent for their application. Blender hs been in development since the days of the Amiga, so it is not fair to compare the animation system to Spriters bone system.

    I think If you guys made a propriatory exporter for Blender, for your fileformat, you would get a HUGE following.( I would be your first customer i would pay up to $30 today).

    If you guys are not savy with Python, you can ask Cambo (MR. Cambell) on the Blender Artsits scripting help forums. He works at a really reasonable rate, and you guys would have the market cornered from blender users too.  There is currently no way to import the Sound files in sequence with the animation frames from blenders sequencer to Unity.
     
    You can reach them at /server irc.freenode.net, and /join #blendercoders from any IRC client. Ton (the main blender guy) is almost always there with a fake name. I am sure they would love to talk, and share ideas with you. They are very nice people. They even help out non-programmers like me sometimes. You may even get invited to Amsterdam next time you are on vacation, they are neat people.

    You guys would rock that entire blender/unity community. Not to mention you would bridge the gap between Blender and 2d engines like Construct 2.

    Anyway, I love Spriter and love the directions it is going. I can make some really great stuff with it, with very little effort.

    It would sure be great to be able to pipe things back and fourth from Blender.

    TIA for reading this :) Sorry for my  poor english, i have not lived around here very long.
     
  19. Like
    AlisaMesy reacted to 384sprites in Editing art files from within Spriter?   
    Not sure if I should post here... sorry if wrong place.
     
    I just learned of Spriter, and I was wondering if you could edit the art you drop into Spriter dynamically. Meaning... I can edit from within program, it opens art in other program... I save it... and then when I go back to Spriter the art updates.
     
    Thanks!
  20. Like
    AlisaMesy reacted to Dengar in Spriter for Unity 5.0   
    IMPORTANT: BEFORE POSTING YOUR BUGS/ISSUES, PLEASE CHECK THE "KNOWN ISSUES" PARAGRAPH TO SEE IF I ALREADY KNOW ABOUT YOUR ISSUE. THE AMOUNT OF REPEATED REPORTS OF THINGS I ALREADY KNOW ABOUT IS GETTING KIND OF ANNOYING.

    Previous thread: http://brashmonkey.com/forum/index.php?/topic/3365-spriter-for-unity-43-updated-integrated/
     
    Old version: https://github.com/Dharengo/Spriter2Unity
     
    Even older version (Unity 4.x compatible): https://github.com/bonus2113/Spriter2Unity
     
    UPDATE:
     
    So I've decided to build an entirely new version of the importer from scratch. This enabled me to work with it way more easily. Hopefully other programmers will also find it much easier to work with now:
     
    Spriter2UnityDX 1.0.3
     
    GitHub Link: https://github.com/Dharengo/Spriter2UnityDX
     
    Anyone is free to fork it and do their own work. If it's pretty good stuff I'll merge it into the main branch.
     
    Package Link: https://github.com/Dharengo/Spriter2UnityDX/raw/master/Packages/Spriter2UnityDX.unitypackage
     
    Use instructions: 
     
    !!!Requires Unity 5.x!!!
     
    1) Import the above package into your Unity project. Just drag and drop it into your Project View.
    2) Import your entire Spriter project folder (including the .scml file and all of the textures) into your Unity project.
    3) The converter should automatically create a Prefab and an AnimatorController in the same folder that contains the .scml file.
    4) When you make any changes to the .scml, the converter will attempt to modify existing assets if they exist.
    5) If these updates cause any irregular behaviour, try deleting the Prefab and Controller and re-importing the .scml.
     
    Differences from previous version:
     
    -The textures' import settings are examined before building the prefab, and automatically set to the format that is needed to build the Spriter Entity.
    -AnimationClips only contain curves for properties that actually change.
    -When updating existing assets, priority goes to the AnimatorController that is actually connected to the prefab, in case you are using the same AnimatorController for multiple Spriter Entities.
    -Body parts that have alternate textures (such as facial expressions) have an additional script component named "Sprite Swapper" on them which controls which sprite is displayed at any one time. You can manipulate this component at runtime to do fun things like give your characters alternate skins. For sprites that don't need a Sprite Swapper, you can just manipulate the Sprite Renderer.
    -The root GameObject now holds an "Entity Renderer" which allows you to manipulate all of the children's Sprite Renderers simultaneously as if they were one sprite. Disabling the Entity Renderer will also disable all the Sprite Renderers, and enabling it will enable them again.
    -Easily extensible, readable code.
     
    (Currently) Unsupported Features & Future Ideas
     
    -Automatically generate an Override Controller
    -CharacterMap support (I don't have Spriter Pro myself though, and I know very little about this at this point in time)
    -Dynamic Reparenting (changing the parent of a sprite during the animation will not be translated to Unity)
    -Support for other Pro features (subentities, notably)
     
    Known Issues:
     
    -Pivot points that are assigned on the canvas. Right now if you do this, your sprite will be misaligned when imported in Unity. I am planning on creating a fix for this on the next update, but not sure when that will be. For now, just set the default pivot point instead.
    -On a related note, NOT setting any default pivot points at all will also cause irregular behavior.
    -In some cases, the importer will endlessly loop. A workaround is manually setting your texture files to Sprite in the import settings. I have not figured out the cause for this but hopefully it'll be fixed in a future update.
    -Bones that are added later during animations are perpetually disabled.
    -The only supported curve types are smooth ones.
     
    Warning: Only the basic features of Spriter are implemented. And most certainly none of the Pro features. That said, if you feel you're a pretty good coder, feel free to take a shot at implementing it yourself.
     
    Warning: The tool as it is is very new. If you run into any unexpected behaviour, please tell me and I'll see if I can work out a fix.
     
    ChangeLog:
     
    v1.0.4:
    Fixes:
    -AnimationEvents are now preserved between reimports
    -SpriteSwapper renamed to TextureController to avoid confusion
    -Fixed a z-position issue with the SortingOrderUpdater
    v1.0.3: Fixes: -Fixed an issue where flipped (negative-scaled) bones caused child sprites to appear out of place and in odd angles Features: -Added a toggle to the Entity Renderer that allows you to apply the .scml file's Z-index to the order-in-layer property of the Sprite Renderers -Removed Spriter2UnityDX components from the Add Component menu, since they are automatically added or removed v1.0.2: Fixes: -Fixed an issue where sprites appeared distorted when resizing bones -Exceptions are wrapped up nicely and no longer abort the whole process Features: -Now adds AnimationClips to existing AnimatorStates if they exist -Autosaves no longer trigger the importer v1.0.1:
    Fixes: -Fixed an issue where the Z-order would get messed up if body parts were moved during animation
    Features: -Z-order can now be mutated by the animation
    v1.0: Initial version
  21. Like
    AlisaMesy reacted to winson in Construct Classic Plugin ?   
    How long until the construct classic plugin is released? Thanks.
    we have been waiting for a long time, is it coming?
  22. Like
    AlisaMesy reacted to SkeletalRavenArts in Spriter2Unity workflow suggestion!   
    sorry that am posting this here but am still getting used to using forums ( noob ) 
     
    so! 
     
    I have been working with Spriter2Unity for a while and I have noticed something very critical to optimizing Spriter to work with Unity better! 
     
    In Unity, when using a texture map ( graphic ) it will do a Draw call ( which is pulling that graphic from the game database ), I have noticed something when I use Spriter2Unity, it draw call all the parts of what ever graphic that was made inside spriter into the frame, meaning ( if a character is made out of 20 parts, it will cost 20 draw calls ) for a cellphone game 100 draw calls is a bit too much so 20 is too much for a single character on screen.
     
    the solution is! 
     
    Unity can slice a single texture sheet to many parts for sprites use, and lets say a map for 4000x4000 has like 100 sprites all these sprites will be a single draw call! but in different batchs. 
     
    still a SINGLE draw call! so! if there is a way that we can make spriter slice parts from a single sheet, that will even improve the workflow drastically.
     
    for editing, a person can just open a single file, color pick and edit on the fly but when having so many stuff in different small files it will be a bit tought to edit stuff.
     
    tell me what you think guys!
  23. Like
    AlisaMesy reacted to Corrosive in Number keys as shortcuts for timeline navigation not ideal   
    Simply put:  when trying to copy/paste properties between keyframes, the property field being copied from/pasted too will catch the key event (and mess up your animation) unless you've cleared focus by clicking somewhere outside the field.  This is compounded somewhat by the fact that pressing enter/return while an input is focused doesn't clear focus as with many applications.
     
    For this reason, timeline controls are ideally constrained to keys that are considered invalid inputs on the most commonly used input fields.
     
    IMO, the "QWERT" row would be much better suited for timeline manipulation, though I suppose it could also be a togglable(toggleable?) option.
  24. Like
    AlisaMesy reacted to SymboliC in Need help with level design methodolgy   
    Hi,
    (Please skip to the paragraph with font in red to start reading about my question);
     
    We're a team of two guys trying to make our very first game. We use Unity in 2D setup as our game engine...
    I'm the one producing graphics & animation & overall artwork...
     
    I have done numerous character creations and animations up to now and some basic level&background scenes/setups.
     
    Our level is going to be about 20.000 pixels wide in total. Not mentioning height since the game is side scrolling platformer and the height of levels is irrelevant to level length in terms of dimensions.
     
    I'm comfortable with using Illustrator CS4 and plan to design whole one level in it. So, please do not suggest me to change the software I'm working with. I need a method that can be applied for Illustrator.
     
    Here is the scenario that I need help with;
     
    The level I'll be working on is going to be approximately 20.000 pixels wide in total (the later ones can be wider). But, maximum allowed artboard dimensions in Illustrator is 16.000 pixels wide. Fine, I'll scale the whole work to 1/2 and the width makes 10.000 pixels, thus, comfortably fitting in the maximum allowed width for the artboard and allowing me to work on it as a whole.
     
    1) How I'll go about exporting the background in actual dimensions to be used in Unity and actual game?... Because when I'll export it, it should be reverted back to 20.000 pixels width and therefore Illustrator will not allow me to export this because of the limitations. And there is no function such as  "export to target dimensions/scales in pixels" but PPI settings. PPI will not work since it's useless to render it in 150 nor 300 PPI since it won't be used for printing purposes but screen.
     
    2) I can export it in exact 1/2 scaled dimensions with 10.000 pixels wide in total. But what happens when we import it in Unity and scale it 2x?... It will eventually be distorted since it won't act as a vector drawing anymore and also RAM & System resources usage / performance issues may occur with such big images (I'm not sure with this part since I'm not experienced with optimizations for performance regarding a game.)
     
    3) MAYBE THIS IS THE SOLUTION BUT I'M NOT SURE;
    I can divide whole level in two parts each 10.000 pixels wide(or say, 4 parts with each 5000 px) with 1/1 scaling. Then comes my actual questions, will my friend working in Unity, be able to align those two parts back to back and join them in Unity without a problem?... Is this the convenient way of doing this so that if we have, say, 40.000 pixels wide level, can I pass the background image to him in 4 parts? Will this also save us for optimization purposes and will this method work for using system resources in a better way?
     
    Thanks for all the replies and suggestions in advance;
     
    Cheers,
  25. Like
    AlisaMesy reacted to lucid in Spriter R3 Bug Thread   
    Please post bug and crash reports for Spriter R3 here.
×
×
  • Create New...