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Ddyrinsyk

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  1. Like
    Ddyrinsyk reacted to Wenhao in How to use spriter in unity 4.6.x and 5.0   
    reading the litle. thank you reading my question and coach me. :-P
  2. Like
    Ddyrinsyk 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.
  3. Like
    Ddyrinsyk reacted to SlinkyRaptor in Steam Keys for Multiple Licences   
    I purchased a key for myself and a friend recently and I was wondering if or how I could get steam keys for both of those. I followed the directions in the sticky, emailed support and only received a single key.
  4. Like
    Ddyrinsyk reacted to blastar in bug will crash spriter   
    hello,
    i'm new to spriter but within a few minutes i found one (or two) bugs:
     
    1. add an image and set x-scale (or y-scale) to 0.0 -> resize this image sets imageposition to 680000,00000/680000,00000 -> you can not move or resize this image only delete
     
    2. add an image and set x-scale (or y-scale) to 0.0 -> try to rotate this image -> spriter will crash
     
    i use spriter R2 @ win7 x64
     
    thanks,
    blastar.
     
     
     
  5. Like
    Ddyrinsyk reacted to lucid in Spriter R3 Released!   
    Hi everyone,
     
    We're please to announce the release of Spriter build R3, which includes some great new time saving features and bug fixes.
     
    First a quick note to Linux users.  Spriter for Linux is available to test on Steam.  We're not going to officially announce it as supported for Steam until we get some more users to confirm it works for them.  Please reply here if you get a chance to try it and it works, or if it doesn't, please post as many details as you can, such as OS version, 64 or 32 bit, any relevant error messages, etc.  If you own Spriter Pro on Steam, just log into Steam under Linux, and it should be available.
     
    As for Spriter R3, we've got handy new shortcuts for moving through the timeline, and a new batch export (to png/gif) feature.
     
    Here is a quick video showing showcasing whats new to R3 (Full Change-log at the bottom of this post):

       
    We hope this new build will save you time and make using Spriter an even more convenient and enjoyable experience, and we also hope you find it to be worth the wait.
    Speaking of waiting, we apologize for the prolonged silence in regards to the Spriter reference implementation we're working on. While it is our top priority until it's finished, there has been a great deal of preliminary planning, and careful design decisions to work through before the actual coding was begun.
     
    Our original plan was to create a basic implementation which covers only Spriter's current feature set as quickly as possible, but then realized that a rushed version would definitely cause the need for some fairly drastic re-writes in order to accommodate several of the up-coming features we have planned for the coming many months.

    This made us realize its a better idea to take the time needed to do it right...to make sure its as future/feature proof as possible, and that it's built from the ground up in anticipation of the upcoming expanded feature-set. In fact, some of the new features will just work instantly on any Spriter implementation ported from the reference implementation as soon as the feature becomes available in Spriter.  We've also done quite a bit of planning to ensure that even some of the larger upcoming features will require minimal additions to existing code.
    In other news, aside from the preliminary work for the implementation itself, as well as small bug fixes and new features to Spriter itself, we've also been very busy with many other investments in Spriter's future, including but not limited to commencing with the design and creation of a new art pack, which will not only introduce new animation and art content to Spriter's library (hint, not for a side-scrolling game type), but will also introduce several new features to Spriter itself. These new features will not only give this art pack an unprecedented level of customizability, but will also offer even more flexibility and options to all Spriter users for the creation of their own original content. (more on this up-coming new art pack is a future update. It's roughly half finished, but still several months away.)
    Again, we apologize for the not so regular updates, and we will make sure the next update won't take so long, and progress reports will be more frequent and more complete.  We'll do everything we can to make the implementation (and eventual new features that it will accommodate) well worth the wait. And of course, once we're finished, our focus will be on helping developers port this fully featured implementation to as many authoring systems languages as possible.
    Thanks again everyone for your support and patience.
    Cheers, Edgar at BrashMonkey


    Download Spriter R3 here if you don't have the Steam version or automatic update notifications on.
     
     
    Spriter Release 3
    Released 2/26/2015
     
    Additions and Enhancements
    Added Shift key modifier to shortcuts for Previous Keyframe and Next Keyframe (1 and 2 keys). Shift+1 and Shift+2 will go to the previous and next frame where the currently selected objects are keyed Added Control key modifier to shortcuts for Previous Keyframe and Next Keyframe (1 and 2 keys). Ctrl+1 and Ctrl+2 increment and decrement time by the currently set Snapping Interval, or by one millisecond if snapping is turned off Cleaned up Export to PNG/Gif Dialog to hide controls that don't apply to the current export settings Added new Pro Feature 'Batch Export' to the Export to PNG/Gif Dialog. Allows you to choose several animations to export at once Added 'Trim To Entity' as an option for the Source Rectangle when performing a Batch Export. This will choose one bounding box size that will fit all of the selected animations for each entity Added 'Trim To All Entities' as an option for the Source Rectangle when performing a Batch Export. This will choose one bounding box size that will fit all selected animations for all entities Bug Fixes
    Removed tutorial video playback within Spriter (video links are still available) as a temporary fix for some users who were experiencing crashes due to the feature Fixed a bug where creating a bone required several undos to revert instead of one Fixed a bug where the images in the File Palette weren't updated after the Reload All Images was pressed Fixed a crash that would occur if you attempted to close Spriter while in the middle of renaming an entity
  6. Like
    Ddyrinsyk reacted to asahi in Need help on bone twisted issue.   
    Hi, 
        Recently I have tried to integrate Spriter to my game by rendering it by myself. Before doing anything further I tried to render all the bone correctly.   Here is the Grey Guy's bone looks like in Spriter: But what I got in my game is something like:   There is a serious twist in the result I got, and I am not sure what goes wrong, seem it is related to non-uniform scale we have in greyguy skeleton.     What I have done basically can be break done into following step: Get the Matrix of each bone by reading scml data. following code is related to bone matrix calculation. void Transform::ToMatrix( glm::mat4& mat ) const{     glm::mat4 scale(1.0f);     scale = glm::scale(scale, m_scale);     glm::mat4 rot = glm::toMat4(m_rot);     glm::mat4 trans = glm::translate(glm::mat4(1.0f), m_trans);     Matrix::Multiply(scale, rot, mat);     Matrix::Multiply(mat, trans, mat);}void Matrix::Multiply( const glm::mat4& mat1, const glm::mat4& mat2, glm::mat4& output ){     output = mat2 * mat1;} Get the bone join coordinate by I am just doing (0.0, 0.0, 0.0, 1.0) * localMat * ParentMat1 * ..... ParentMatN   Can you guys give me some lead about how could I fix this issue?  
  7. Like
    Ddyrinsyk reacted to Dkiearth in Dark Dawn on Greenlit!   
    We have put our game in Greelight! who ever want's can check it and vote it! thank you very much for your time!
    http://steamcommunity.com/sharedfiles/filedetails/?id=434291348

    Here is a playable alpha demo in a game that am creating,
    game design, art and animations are made by me :) in the final version there will be over 20 different weapons ,the demo has only 5,
    any critique and feedback is more than welcome ,many things need fixing but anyway :)
    the animations are not made entirely with Spriter but a really good amount of them are.

    p.s. there a few animations that i used from the art packs, like the lighting and the blood splatters.
     
     


     
    Playable Demo
    https://dl.dropboxusercontent.com/u/5470697/Dark%20Demo%20INTRO/Dark%20Demo%20INTRO.html
  8. Like
    Ddyrinsyk reacted to Cantacase in how many speeding permissible under the new rules ?   
    Good time of day
    I apologize if not in that section
     
    speed as quickly as permissible excess ?
     
    heard that the changes will be in this respect
     
    or nothing has changed ?
  9. Like
    Ddyrinsyk 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?
  10. Like
    Ddyrinsyk reacted to spotco in Cocos2d-iPhone v3 Spriter implementation   
    Didn't see any other recent (< 2 years) or working Cocos2d-iPhone v3 implementations, so wrote my own (with a lot of code grabbed from (https://github.com/talentless/spriter-cocos2d)).
    Link:
    https://github.com/spotco/Spriter-Cocos2d-v3-iphone
    Probably missing a ton of features, but functional enough for our workflow. Send a issue/pull request and I'll be happy to get to it!
  11. Like
    Ddyrinsyk reacted to ruberboy 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
  12. Like
    Ddyrinsyk reacted to DemiGoth in [Unity] The AnimationClip 'clip' used by the Animation component 'object' must be marked as Legacy.   
    I'm getting the above warning in Unity when I run my program. I want to use the Spriter2Unity package so that I can import the Spriter Pro animations.
    Though the animation works normal I'm wondering what the implications of this warning are. I'm also having the problem that I can't import the animations into the uSequencer (Unity plugin to make movies) because of this legacy problem.
  13. Like
    Ddyrinsyk reacted to lucid in Spriter R3 Bug Thread   
    Please post bug and crash reports for Spriter R3 here.
  14. Like
    Ddyrinsyk reacted to Mike at BrashMonkey in Animated GIFs work in the forums now.   
    Hi Everyone,
     
    I found the system setting to allow animated GIFs for avatars etc and have switched it on.  If your avatar isn't animating as it should, just choose to change the image in your user control panel and then re-upload it and it should then be animating as expected.
     
    cheers,
    Mike at BrashMonkey
  15. Like
    Ddyrinsyk reacted to Sphax in 8 Directions animations for the animations already done   
    Hi,
    I'm currently discovering Spriter and I quite like this tool. It reminds me a very old small tool I made when I was young (Space Animator) so I must love this new extremely useful tool. :)
    I'm an artist myself but I hate animating and don't have much time for that. I would love to see an Animations Art Pack with 8 directions for all the already done animations in the Platformer Starter Pack.
    Would it be feasible? I would buy directly. ;)
    Cheers and keep up your good work.
    -Sphax
  16. Like
    Ddyrinsyk reacted to Token in Planet Apolion: game developed in Unity with spriter!!   
    Hi!! after 6 months of work and with only 2 people working in the project (my girlfriend and me) finally we just published the game on Steam GreenLight. All the animations have been done with Spriter!! I hope you like it :)

    You can see here some pictures, and also the link to Steam GreenLight, of course if you vote us you would make us so happy !! The game is called Planet Apolion.

    http://steamcommunity.com/sharedfiles/filedetails/?id=388737755



     https://www.youtube.com/watch?v=DROkv57WhR8

    Greetings!!
  17. Like
    Ddyrinsyk reacted to blkmkt in Spriter instantly crashes on Windows 8   
    I refreshed my system twice to double check before posting, but Spriter eventually started to crash instantly on Windows 8 every time. It opens and shows the program, then crashes every time...
  18. Like
    Ddyrinsyk reacted to lucid in Which platforms would you like Spriter support on?   
    We're determined to get this on EVERY major game engine, as well as APIs for easy integration into custom engines built from scratch if there is a demand for it. We will do some ourselves, and some will be outsourced, and free support will be given to anyone who wants to add Spriter animation to any engine. To this end, developer support will be given through this forum, and in the future we will release documentation so anyone can get started on their own. Now that free beta is complete, and we have moved to a super easy to parse XML based format, Spriter will be much more attractive to third party developers, so we expect to see the format expand rapidly.
    This list may not determine the exact order we pursue a given platform, but we're interested in knowing how much interest there is for the various platforms, and we can use this information to inform potential third party developers of the audience. Please take a moment to let us know which platform you're most looking forward to.
    You can choose up to three options, but please only select those which you think you will actually be using to load your characters. The Construct Classic plugin is feature complete, and the beta version of this plugin will be released shortly after the new beta version of Spriter itself)
    Edit:
    The following is a list of all platforms where loading and animation playback of the current beta format has been accomplished during this kickstarter. While these implementations will need to be updated before 1.0, it should inspire confidence that your chosen format will be supported:

    [*:znscphjp]Cocos2d(by @TacoGraveyard)
    [*:znscphjp]GameMaker(by icuurd12b42) http://gmc.yoyogames.com/index.php?showtopic=537492
    [*:znscphjp]Flashpunk(by @abeltoy) http://www.brashmonkey.com/spriter/PunkSpriter.swf
    [*:znscphjp]Flixel(by @abeltoy) http://www.brashmonkey.com/spriter/FlxSpriter.swf
    [*:znscphjp]Starling(by @abeltoy) http://www.brashmonkey.com/spriter/StarlingSpriter.html
    [*:znscphjp]AS3(by @abeltoy) http://www.brashmonkey.com/spriter/BitmapSpriter.swf
    [*:znscphjp]XNA(by Mark Schmelzenbach) http://www.brashmonkey.com/spriter/SpriterBetaXNA.zip
    [*:znscphjp]JBlocks(by Zeroluck)
    [*:znscphjp]Libgdx (by Christian Finckler) http://www.badlogicgames.com/forum/view ... =17&t=3863
    [*:znscphjp]Love2D(by @mariocaprino)
    [*:znscphjp]Torque2D(by @FractalOutlook)
    [*:znscphjp]SFML(by mr.wonko) https://github.com/mrwonko/SFMLSpriter/downloads
  19. Like
    Ddyrinsyk reacted to MonkeyBrain in Maybe a nice Plugin-suggestion ? Normal Mapping :-)   
    Hi ,
     
    great tool by the way , but what if you implemented this as a Plugin ? :smile:
     
    https://www.codeandweb.com/spriteilluminator ?
     
    cheers
    BrainMonkey
     
     
     
  20. Like
    Ddyrinsyk reacted to DaveThornton in steam linux?   
    is there going to be a linux version on steam? or is there a way i can download the pro for linux(i already purchased it on steam)?
  21. Like
    Ddyrinsyk reacted to lucid in End of year update   
    Happy New Year!
        This was a big year as we released Spriter 1.0 and are now on Steam.  We also released two new Art Packs, a new promo video, and a new site and forums.  Now that the foundation is set, 2015 will be an exciting year for Spriter Pro owners.  We already have some amazing unannounced features in the works that we can't wait to share once they're ready to be unveiled.  
        
        I'm currently focused on creating a working, fully featured and well documented reference implementation.  Once finished, this should make creating full Spriter support for any particular authoring system trivial.  And we'll be focusing resources and efforts into helping developers port this to as many languages and authoring systems as possible.  Originally we were going to make this a barebones implementation with support for all Spriter Pro features, but we've decided to take a bit longer and include several implementation and playback features that most developers will want in their arsenal.
        
        Sorry for our slow response times on the forums and tech support during the holidays.  Don't worry, you haven't been forgotten, and we will respond and help you resolve your issues as soon as we can.  We also realize there are a few open bugs with Spriter R2, and we'll do our best to fix them as soon as this implementation is complete.

        On a final note, the Steam Sale ends on January 2nd, so there are only two days left to get Spriter Pro for 50% off.  Also on BrashMonkey.com Spriter Pro and all of our Art Packs and bundles are also 50% until January 2nd using the coupon code HAPPYHOLIDAYS.

        Thank you everyone for a great year, and we look forward to making 2015 an awesome year for Spriter users.
  22. Like
    Ddyrinsyk reacted to GeorgeDziov in Can't Assign X,Y and Other Stuff to Object   
    When I'm trying to copy X, Y, angle, opacity and other stuff through panel on the left, timeline simply won't remember. Not sure if it's intended or not but seems strange a bit.
  23. Like
    Ddyrinsyk reacted to Lakaroth in OSX Version Download Error   
    Hello there, i'm trying to download the OsX trial from the website, the file size it must be around 65MB but, the download finish around 20MB and i cant install.
    Who can help me?
    Thanks.
  24. Like
    Ddyrinsyk reacted to lucid in Spriter r2 bug thread   
    Post bugs for Spriter r2 here.
  25. Like
    Ddyrinsyk reacted to MelVin in Shaking spriter animations   
    Hi,
     
    Really need some help with this one. I'm noticing some consistent shaking of some of my spriter objects in Construct2, the video can explain better than I can...

     
    I've zoomed in o the characters so it shows better on Youtube but you can down load it @ 60 fps here if you prefer...
    http://www.filedropper.com/shakingspriteranimations
     
    I'm not sure why this is happenning , and I've tried everything I can think of to solve the problem. All the characters are spriters but only some of them "shake" like they do in the video. Seems the worst when they Idle, and some characters are worse than others. DaKoo (green dragon on the left)is fine. The only difference between him and the others is the dragon was made in a much earlier version of spriter, but all have been exported with the same options and I have used the lastest version to export all of them. Including the dragon. C2 is also using the latest plugin.
     
    Any Ideas why some are shaking and others are not??
     
    System
    AMD 8350
    256 SSD
    R9 290
    12 Gb Ram 1600 @9 9 9 24
    Gygabyte UD3 990FX MB
     
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