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Ddyrinsyk

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  1. Like
    Ddyrinsyk reacted to sebby300 in Change pivot point without changing the sprite's location   
    Hey! I'm wondering if anyone knows how to change the pivot point of an image in all animations without changing where it appears on screen? If this feature doesn't exist it might be a good thing to implement as an option; simply compensate for the number of pixels the pivot point has shifted.
     
    As it stands, I have a ton of animations and I need to change the pivot points of nearly all of my images: having to manually reset their positions is not only time consuming, but pretty confusing. If anyone knows how to change the pivot points without changing the location the images appear to be in, please let me know. Thanks!
  2. Like
    Ddyrinsyk 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
     
     
     
     
  3. Like
    Ddyrinsyk 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
  4. Like
    Ddyrinsyk reacted to darktoad in Please post feature suggestions here.   
    Very excited about this program guys!! Posting these as suggestions, but maybe there's already a way to do this...
    Ability to cancel mid-operation (position,rotation,scale)
    For example, I've selected a set of parts and in the middle of rotating I realize I started rotating the wrong parts, or maybe I'm just playing around and want to preview how the rotation would look. If I hit 'Esc' while I'm rotating these parts, it could cancel out of the operation without needing to undo.
    Simplistic paint
    I'd like to hack some really simple shapes together, or sketch out some ideas without having to jump to my workhorse image editor (Photoshop). These would basically be placeholder art that I'd reskin later.
  5. Like
    Ddyrinsyk reacted to aiat_gamer in My foray into animating   
    So I have been using the Spriter for about a month now, and I have done some basic animation for jumping, running and walking using pre-made art. Today I made my first animation for the game I am working on:
     

     
    This took me much more than I anticipated...! The front legs were easy, but getting the back legs really messed me up. I think it took around 3 hours  :eek: . Of course I am a total noob so...It still requires some tweaking but the general animation is ok I think. 
    You will be hearing from me a lot more in the upcoming days and weeks. 
  6. Like
    Ddyrinsyk reacted to Mike at BrashMonkey in Spriter R4 Bug Thread   
    Ah, there was the problem. I viewed the GIF in a browser that refused to play it.. I thought it was a single frame. I was not seeing the frame with the obvious IU popping up into it.
     
    Thanks,
    Mike at BrashMonkey
  7. Like
    Ddyrinsyk reacted to GabZero in Help with the Character Maps window   
    Hello.
     
    Sorry for this being my first post and I'm already asking for help. But I could not find help anywhere else.
     
    I'm studying Spriter Pro those days, I've bought it on Steam and it was really a good deal, the software is awesome. I'm learning with the official youtube channel. It worked really fine, just a little more time and I can say I know all its features. But I found an annoying issue right now.
     
    I was following this video:

     
    There's no problem with the video but maybe with my computer. I followed step-by-step and created my Character Map. I named it as Armor and linked the character pieces accordingly. Saved. But when I click-and-drag the Armor word from the "Available" to the "Active" painel, nothing happens. Its like something is not right or allowed but I don't get any error messages. I tried a new CM and still nothing. Tried to restart Spriter Pro and still nothing =(
     
     

     
     
    What should I do?

    Thank you very much!
     
    EDIT: Oh, I forgot to mention, I'm using it on a Mac, OSX 10.9.5
  8. Like
    Ddyrinsyk reacted to MasterZenith in Key Frames Vanishing then returning   
    Key frames for two of my animations just vanished, so I turned spriter off and returned to it later. When I returned, I moved a key frame that was still present in both animations, and then the other key frames popped back into existence. Don't know where those key frames were, and how they came back.
  9. Like
    Ddyrinsyk reacted to GameDev345 in action points   
    Hi so I was wondering how you can use action points inside construct 2 like the eye particle effect in construct 2 runtime features video
  10. Like
    Ddyrinsyk reacted to Kaptain in Question About Character Mapping   
    Hey, 
     
     
     
     
    Throughout my experience with trying to fiddle with game development I've always ran into one problem, and that's picking up all sorts of equipment, and drawing all different combinations of the equipment on the character. I've been using the free version of Spriter for two days now, and when I saw character mapping I got really excited. This is a feature that does specifically what I have been trying to do for years, but makes it so much easier. So this kinda locked in my decision to buy Spriter pro. BUT! I still foresee a problem. I'm using Gamemaker, and I import my animations using sprite sheets. If I buy Spriter Pro and use character mapping, won't I still have to import a new sprite sheet for every single combination of equipment? Once the character makes it to Gamemaker he is a single entity, I can't just replace his chest piece, because there is no chest piece. I have to replace his chest in Spriter and export another sprite sheet. But this would be terribly tedious, as I would then have to make walking, running, and attacking sprite sheets for every combination of equipment resulting in probably hundreds of sprite sheets for a single character... So.. Whats the solution? Do I have to use a program that supports spriter or... What? :O
     
    Thanks in advance 
  11. Like
    Ddyrinsyk reacted to clover_lawn in Can only open spriter once...   
    Hi. 
    I've been having this problem since the previous update and the current one (Spriter_r4_1). 
    I can open and work normally with it, but if I close it, or crashes, or change project, then I can't open the software again. For it to re open I have to restart the computer and I find very unpractical. 
    On Windows task manager the process appears (more than once if I try to open it multiple times) but even ending the process (or process tree) I still can't open it. 
    Am I doing something wrong? 
  12. Like
    Ddyrinsyk reacted to loudo in artist needed   
    Hi,
     
    Need an artist to polish my animations by adding sword trails, fire effects, ice effects and other special effects.
     
    The artist need to draw and animate on Spriter.
     
    Sample of the animations of my game.
     
    Not too much work to do but paid work.
    Hope you will be interested to join.
     
    Cheers !
  13. Like
    Ddyrinsyk reacted to rIKmAN in Rotation AntiAlias Problem   
    Firstly, great program - it really helps programmer types like me get some decent animations with little skill.
    I am having problems with jagged edges when rotating any sprites attached to my rig, and it looks terrible.
    I have searched the forum and found that this is a known issue, and that you say it is fixed in the next update which is coming soon.
    The posts I saw were dated Jan 24th, so I was wondering how soon is the next release looking?
    Is there any chance of you issuing a hotfix for this issue specifically, as right now it makes the program unusable in terms of creating anything with it.
    Keep up the good work, it's already a powerful little tool, and with some work could be a must-buy! :)
  14. Like
    Ddyrinsyk 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,
  15. Like
    Ddyrinsyk reacted to shibekin69 in Expand timeline easing feature?   
    Hi,
     
    I noticed that for some implementations of Spriter, things are not kept up to date anymore, like with the Haxe implementations, I don't see the timeline easing implemented. Is there a way (or maybe this can be a new feature) to be able to add frames to an animation into the number of frames desired with easing applied? For example: If an eased animation has two frames, and I'd like to easily add 6 frames in between with the proper easing movements applied on the sprite parts and keyframe positioning so this easing feature is still useful for those whose platforms are not too actively supported at the moment?
  16. Like
    Ddyrinsyk reacted to Mike at BrashMonkey in Please post feature suggestions here.   
    Hi everyone.
    Please use this thread to post any suggestions you might have for features.
    cheers,
    Mike at BrashMonkey
  17. Like
    Ddyrinsyk reacted to solloman in Spriter keeps screen crashing on Macbook Pro   
    Spriter keeps crashing everytime I start a new project or open a project...
    I have the Pro version, but it stills does the same ....  Help?! 
     
    Heres a link to the screenshot:
     
    http://imgur.com/HP2MIFT
     
     
    My system settings:
     
    OS X Yosemite
     
    MacBook Pro (13-inch, Mid 2009)
    Processor:   2.26 GHz Intel Core 2 Due
    Memory - 5GB 1067 Mhz DDR3
    Graphics - NVIDIA GeForce 9400M 256 MB
     
     
     
  18. Like
    Ddyrinsyk reacted to Iska in Is there any way to change play speed?   
    Hello!
    I created animation what are i like mostly with 200% Spriter play speed. Is there any way to make my gif with same play speed without change all my keyframes manually? Some scaling option or something in export settings?
  19. Like
    Ddyrinsyk reacted to lucid in Spriter R4.1 Release (4.1 update contains critical bug fix)   
    Spriter R4.1 Critical Bug Fix:
    There was a critical bug in yesterday's build of Spriter that made it so you couldn't edit default pivot points.  I apologize for any inconvenience this may have caused, and here is a new version that fixes the issue.  If you use the Steam version of Spriter, it should automatically update the next time you log in.
    This version also contains a fix that may help some Steam users that were experiencing library issues on Linux.  
     
     
    Original R4 Update:
    Hi everyone,
     
    We're pleased to announce the release of Spriter build R4 available for download at www.brashmonkey.com and also as an automatic update on Steam.
     
    R4 is the first build to feature the newly updated manual which now covers all core features. R4 also features the long awaited hot-key list, which you can access by pressing Shift+Escape (or through the Help menu).
     
    One great new feature introduced in this new build is the ability to copy a specific individual attribute of an object (such as it's x scale, y scale, position, angle, or opacity) and automatically paste to all of its other key frames.
     
    This build should also fix a library issue with the 64 bit Linux version. Internal testing shows the Steam version of Spriter Pro now loads properly from Steam with Ubuntu 11.04, but so far we can only get it to run on Ubuntu 14 by launching it directly from it's Steam folder location.  It will not launch directly from Steam itself.  We will continue to look into this and thank you for your patience.
     
    Here is the full changelog for Spriter R4:
     
    Spriter Release 4
    Released 4/22/2015
     
    Additions and Enhancements
    Updated manual now includes all core features Added Shortcut Key Popup (available in the Help menu, and through keyboard shortcut Shift-Esc) Added the right-click menu option on the canvas to copy a single object attribute (x,y,angle,etc) to every frame (when one object is selected) Export To PNG/Gif window now remembers 'Keyframes Only' setting   
    Changes
    Minor cosmetic changes Changed Export to PNG Sequence naming convention to use one underscore (myImage_000.png) instead of two (myImage__000.png), as the double underscore was causing issues on certain OS's and API's Bug Fixes
    Fixed a bug that made the right click image list for sprites not show up under certain circumstances Removed the 'Program Update' settings from the Steam version, as Steam handles updates and these settings had no effect. We'd also like to take this opportunity to mention some great new Spriter implementations in the works for several popular authoring systems. Here are links so you can get the specific details for each of them. (If we missed any new Spriter implementations, please let us know and we'll mention it in our next update.)
     
    Atomic Game Engine (Video) 
     
    Overlap 2d
     
    Clickteam Fusion  (Video) 
     
    We should also mention Spriter2Unity has also been updated to work with Unity 5.
     
     
    Speaking of runtimes, we'd like to humbly thank everyone again for your patience as we continue to work on the Spriter Pro reference implementation. As most of you may know, the goal is to provide a fully featured and easy to follow/port Spriter implementation, and the delay is in general because we are making sure the implementation is as flexible as possible, includes several up-coming features and improvements, and makes room for the easy addition of several planned features which will be a big part of Spriter's future. As this full and future-proof implementation develops we're very excited with what it will offer Spriter users, but it's also becoming obvious that there's a conflict between the need to make sure its done carefully and the desire to get it done quickly.
     
    For this reason we've decided its best for me to switch gears and make a much simpler reference implementation which perfectly supports all current features (but not the future features) so that people who need to port or finish a Spriter implementation sooner rather than later will have a concise and easy to follow example in the near future. The much more robust implementation will be the focus once the basic implementation is made available to everyone. We will deliver a detailed update regarding this 1.0 feature complete reference implementation within the next 14 days.
     
    Cheers,
    Edgar at BrashMonkey
  20. Like
    Ddyrinsyk reacted to lucid in Art Packs now on Steam. New Price.   
    Hi Everyone,
    We're pleased to announce that our 4 fully animated Art Packs for use with Spriter are now available on Steam as of 4 pm today. June 4th EST.
    In conjunction with their Steam release we're also introducing a new, lower price point for them and all future art packs, not just on Steam, but on our own Web Store and on affiliate stores as well.
    Here are previews of all of the currently available art packs, along with their new prices:
    Game Effects Pack $12.99 Basic Platformer Pack $24.99 Adventure Platformer Pack $24.99 Run N' Gun Platformer Pack $24.99 In addition to this substantial price reduction, in celebration of their introduction, all art packs are currently on sale on Steam for 50 percent off, making this an excellent opportunity to snatch up these royalty free Spriter animations Packs for your current and future game projects at an unprecedented low price. For those who have already purchased one or more of our full Art Packs from our web store or any of our affiliates (Not Steam) BEFORE they became available on Steam, please keep an eye out in your in-box for an update email (for the Art Packs you purchased) automatically upgrading it to drastically increase your content. Here's what to expect:
    If you already purchased the Effects Pack, then you'll receive the Basic Platformer Pack for free.
    If you already purchased any one of the Platformer Packs you'll receive all other Platformer Packs for free.
    If you already purchased any of the bundles of 2 Art Packs then you'll receive all the other remaining Art Packs and the next Art Pack we release as well for free.
    If you purchased the all Art Packs bundle you'll receive all current and all future art packs we release for free. If you purchased more than one art pack, but one at a time you should qualify for numbers 3 or 4 above, then please email support@brashmonkey.com with the details of each purchase and make the subject title of the email “Art Pack bundle equivalent upgrade” (without quotes) And we'll upgrade your product description in our system and send you the additional art packs. If four days from now you still haven't received your automatic upgrade email, please contact support@brashmonkey.com with your original purchase information for your art packs or bundles and make the subject title of the email “Did not receive art packs upgrade” (without quotes) 
    In related news, we're currently working on 2 new Animated Art Packs which we plan to reveal more about within roughly a month.
    Cheers!
  21. Like
    Ddyrinsyk 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.
  22. Like
    Ddyrinsyk reacted to YanDaik in Please post feature suggestions here.   
    Hi.
     
    It would be nice and very useful if there was an option like "bone length" near "scale" fields  to change dynamically bone length after skeleton was created.
     
    One more thing. Copy and paste bones not only in one working window but between 2 opened instances of Spriter.
  23. Like
    Ddyrinsyk reacted to smilne in My favorite animations so far from my current project   
    Hi everyone,
     
    I'm brand new to animating, but I'm having a blast learning.
     
    I'm not a very good artist myself, so I have purchased all my current artwork and instead have been animating it all using Spriter.
     
    The game is currently deep in development and unnamed at this point but I'd like to share some of my favorite animations I've done so far over the last couple weeks. Some of them are a bit older versions and I've since updated them, but didn't have any GIF's online for the latest changes yet.
     
    Hope you enjoy them !
     

     

     
     

     

     

     
     

     

     

     
     

     

     
     
     
  24. Like
    Ddyrinsyk reacted to Edoc'sil in Quick Question on whether something is allowed or not   
    Hey there!  First off, I am relatively new to Spriter and loving it!
     
    I purchased all the asset packs when I purchased Spriter Pro and just had a question about whether something was allowed or not (I'm thinking not but I want to be sure).
     
    I wanted the art packs so I could put together some fast prototypes without having to worry about taking the time to do the art myself and it has been fantastic.  With my current project, I am actually using the animations but I have created my own 'parts' to make my own assets.  I am exporting to sprites and NOT using the actual animation data (as I am using GameMaker and it can't currently use those).  For example, this zombie is a reskinned version of the "Wonky Skeleton".  It uses the same animations as the Wonky Skeleton but looks much different.
     

     
    After all that, my actual question is... Can I share my exported sprites as a free resource (or maybe even a $.99 asset or something) when I 'release' the game?  Obviously I would not share the actual files that Spriter uses, just the generated sprites.  
     
    I'm thinking not, since I did not create the actual animations myself but I figured I would ask since I would only be sharing the resulting sprites and not the actual Spriter files.
     
    Thanks!
     
    Edoc'sil
  25. Like
    Ddyrinsyk reacted to eros in Spriter 64-bit for Linux Not Running   
    I've downloaded the free version of Spriter onto my Ubuntu distro, unzipped it into a local folder, but when I click the Spriter application it does not run - nothing happens, actually. I've also installed phonon via "apt-get install", by the way. 
     
    When attempting to run from the command line I get the following error:
     
    liblcms.so.1: cannot open shared object file: No such file or directory
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