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salemakeupbq

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  1. Like
    salemakeupbq reacted to weitnow in Just wantet to say thanks :D   
    Its really a great programm. I bought the pro-version as it was "early-access" and loved it since. thanks a lot, that you support linux (ubuntu) as well. i have never regret only a single dollar which i used for purchasing spriter. its really a amazing tool.....
     
    wish you guys the best and much success with spriter........
     
    thanks
  2. Like
    salemakeupbq reacted to Jonjon in How is the Unreal Engine 4 plugin coming along?   
    Because I'm dying for it.
  3. Like
    salemakeupbq 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.
  4. Like
    salemakeupbq reacted to FrankenKlumpp in Frustrating moment to moment Fixes   
    Hey there!
     
    Just wanted to first up, just say thanks for an incredible piece of software. Downloaded yesterday, and it is just so efficient for creating new animation, has really optimized my game asset pipeline. My life so much better now, so thank you!
     
    That said, there are a few things that I would really love that would make the software just perfect:
     
    1. An option to change the size of the gizmos. (ie, increase the size of the rotation control zone, and the visual/selection size of the bones). At the moment, I am losing so much time trying to select the bones to put keyframes on, and its driving me crazy! lol. In maya, to change the size of all gizmos they just use the - / + keys.
     
    2. Whenever I select a key frame in the editor a little picture of the graph (stepped / linear etc) comes up. This is also a really frustrating feature. I understand why it is there, but I would love the option to turn it off, or to be honest, not see it at all (especially as you can right click on the keyframe to see what it is!). 
    It makes it so hard to move quickly through the timeline, and adds a lot of frustration as you have to wait for it to disappear before clicking a keyframe right beside it to the right.
    https://www.dropbox.com/s/m3c6nsv4lzs62kg/Untitled-1.jpg?dl=0
     
    3. A simple way to clean up the main timeline of keyframes where they don't correspond to any of the keyframes on the asset timeline.
    https://www.dropbox.com/s/0upblbvbv4h4l7c/Untitled-2.jpg?dl=0
     
    4. I would really love a way to organise the timeline hierarchy as I see fit, so I can organise it mentally as it makes sense. Ie, put arms with arms, have the head on the top etc.
    https://www.dropbox.com/s/4qkf7wgsyeb7f8w/Untitled-3.jpg?dl=0
     
    Again, thanks for everything so far, and I hope I have posted this in the right place. I look forward to hearing back from you :D
  5. Like
    salemakeupbq reacted to randomdood in Newbie Question: Steam Version vs Non-Steam   
    Hello my fellow 2d animators. Quick question:
     
    I was browsing steam, saw the sale for spriter, looked it up, thought the program was interesting because it follows my work flow. My question is however, is there a differance in the how the steam version handles licensing and restrictions? If I get the steam version, is it just like a normal program and I'm just buying it from steam, or am I required to launch it through steam or have steam running running in order to use it? If its the former, will I get a program key that will work with the normal version?
  6. Like
    salemakeupbq 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!
  7. Like
    salemakeupbq 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! :)
  8. Like
    salemakeupbq reacted to SymboliC in Export to AVI or another type of Video support?   
    Hi,
     
    I'm wondering if there is a plugin or plans for further development to support exporting the animations to various or at least on type of Video file? Etc . Avi.
    This is useful to share the current phase, look and feel of animations with others in our team while partnering for a project.
     
    I know there is an export to animated GIF function but this does not cover it completely. I mean wouldn't it be nicer to have export to a video file support?
     
    Please correct me if I'm missing something or point me to a plug-in.
     
    Thanks a lot,
  9. Like
    salemakeupbq 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?
  10. Like
    salemakeupbq reacted to PrismaSlice in Spriter R3 Bug Thread   
    I have an annoying bug in windows 8.1
     
    When I set the interpolation curve of a parent object to something other then linear, the IK targets on the children move out of place. It's a spider so there are a lot of legs and a fairly deep hierarchy. I can set the interpolation for the timeline as a whole but this isn't ideal since it's messing up the timing for all of my secondary animations. My workaround right now will probably be to manually animate the legs, which is a HUGE pain. Hopefully that can get hammered out in a future release.
  11. Like
    salemakeupbq reacted to RunnerPack in Nomenclature question   
    Hi, Spriter team and community,
     
     
    I'm in the middle of writing an email to a friend, and I just realized I have no idea what to call the output of Spriter to differentiate it from other kinds of "sprites". Is there an official name or phrase for these besides the somewhat clunky-sounding "Spriter sprites"? Going by the blurb on the main Spriter page, I would assume it's "modular sprites", but I've never seen that actual phrase used anywhere.
     
    I was thinking something like "skeletal sprites", but that sounds more like something that's not finished yet, like the early stages of a sprite. Besides, not all "Modular sprites" use bones... Also, I'm not sure if we need to differentiate from the output of similar tools, like Spine, or just use a generic phrase that covers the whole concept, then differentiate using "Spriter <phrase>" vs. "Spine <phrase>" etc.
     
    Anyone want to weigh in on this one? Mike? Edgar?
  12. Like
    salemakeupbq reacted to Chilly Willy in Welcome to Brash Monkey's Spriter forum   
    Just signed up two give two suggestions - it would be nice to have a 32 bit build for linux, and a very brief note on how you run it in linux would be nice. Looks like a great program... I'd love to not to have to use Windows to use it. ;)
  13. Like
    salemakeupbq reacted to lucid in Spriter r2 released! Steam Sale 50% until December 2nd   
    Hello everyone!
        Welcome to the first post 1.0 release of Spriter.  Aside from a couple of bug fixes, this release includes a new video help option that lets you watch our YouTube tutorials in a floating window (with links to open the playlists in your default browser).  Video Help will show up immediately upon startup to give guidance for beginners, and the window has an option to disable this behavior.  Spriter will now warn you if you try to save outside the project directory that it won't be able to find it's images, and will also provide an explanation and the expected file structure when you load a file with missing images.
    An important note for Mac users.  There is an optimization in this version that may correct the performance issues some users have been experiencing on the Mac.  Please let me know if this fixes the issue for you, as it seemed to make a significant difference on our machines.
    We will continue to fix bugs and provide minor feature updates, but my primary focus at the moment is completing the developer documentation.
    Lastly, if you're reading this and you don't already own Spriter Pro, or you have a friend who doesn't, Steam is having their Autumn Sale now, and Spriter is 50% off until December 2nd.  Spread the word!
    Thanks everyone, and enjoy the new build!

    download Spriter r2 here
    Change-Log 11/28/2014Additions and Enhancements
    Performance optimizations - possible fix for Mac slowdown issues Added Video Help on startup (with the option to never show again), and in the Help menu Added a link the Grey Guy example file in the Help menu Added a warning when attempting to save outside of the project directory(with the option to never show again) Added a warning/explanation that pops up when a project has missing images, and displays the expected file tree(with the option to never show again) Added a Help menu option to reset all 'show this message again' checkboxes Saving a resized project no longer allows you to save to your current project folder or any of it's subfolders to avoid confusion and overwriting or mixing up both projects' images Saving a resized project now confirms individual image overwrites as it creates resized copies of images Original image size data is now preserved in Missing Image placeholders Original image size data is now preserved when saving a project with missing images Bug Fixes
    Fixed a crash that could occur with certain projects with missing folders and images Fixed a bug that would give autosaves the *.scon extension when working on a project last saved as *.scon, even though all autosave data is saved as scml Fixed a bug that would cause child bones created on very wide parent bones to have 0 width
  14. Like
    salemakeupbq 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.
  15. Like
    salemakeupbq 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
  16. Like
    salemakeupbq reacted to SymboliC in Timeline specific questions/requests...   
    Hi,
     
    Here are my questions about little details which would speed the things up maybe?
     
    1) While animating, I just click the keyframe and drag and drop it to another point in the timeline. Is it possible to show the timeline position dynamically while dragging the keyframe?
     
    2) While trying to enter a value into the "current time" panel, the numeric keypad does not work as I expect it so and I can only enter a number/value by using the numeric keys above the letters on the keyboard. Is this done on purpose to reserve those keys for something different or is this kind of a bug?...  :???:
     
    Thanks a lot...
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