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AlbertMen

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  1. Thanks
    AlbertMen reacted to Mike at BrashMonkey in TroubleShooting (look here if you are having an issue with Spriter!)   
    It certainly sounds like something got somehow corrupted or mass duplicated but that's just a guess.

    Can you try comparing the original packs like count for data and the character map and see if it's drastically different?

    Which OS are you on?

    Are you using something like Dropbox so you have "version control" and can revert back to older versions? (this is critical for production work so you don't lose tons of time/work due to situations like this)

    If you'd like, you can email your Spriter project (zip up the entire folder with scml and all images etc) to mail@brashmonkey.com and we'll take a look when we get the chance.
  2. Haha
    AlbertMen reacted to Wyverntales in MSVCR120.dll and MSVCP120.dll missing!   
    Had a go at it... Even tried getting the msvcp120.dll file elsewhere. Same issue. Do I need to relocate the dll file possibly? Currently sitting in my downloads folder... Thanks.
  3. Thanks
    AlbertMen reacted to rogergaps in MSVCR120.dll and MSVCP120.dll missing!   
    I don't have any antivirus installed, just Windows Defender. Even so, disabling it and reinstalling the visual studio distributes didn't work. Can't I just drag these dlls into the Windows folder? =S
    UPDATE - after installing some updates for Windows 10 and reinstalling VS 2013, I'm not getting the MSVCR120.dll and MSVCP120.dll error messages, but the MSVCP100.dll and MSVCR100.dll. Does this mean I have to install another Visual Studio runtime?
    UPDATE 2 - Ok, installing both VR 2010 32 bits and 64 bits fixed the issue. What a relief thanks for your time
  4. Confused
    AlbertMen reacted to Mike at BrashMonkey in MSVCR120.dll and MSVCP120.dll missing!   
    My best guess is your installs are failing because you already have a newer version of the VS runtimes installed. Please read the following: 
    Please install the Visual Studio 2013 C++ runtime. If you are on 32 bit Windows you only need the 32 bit version (x86). If you are on 64 bit Windows, you will need to install both the 32 bit (_x86) and 64 bit versions. http://download.microsoft.com/download/0/5/6/056dcda9-d667-4e27-8001-8a0c6971d6b1/vcredist_x64.exe
    The  32 bit version can be found here:http://download.microsoft.com/download/0/5/6/056dcda9-d667-4e27-8001-8a0c6971d6b1/vcredist_x86.exe
    IMPORTANT: If you try to install Visual Studio 2013 and the installer says you already have a newer version, then you need to uninstall the newer version so that 2013 can successfully install. Windows update will later install the latest version, but you'll keep the DLL Files Spriter needed. 

    Please let me know if that works for you.
  5. Haha
    AlbertMen reacted to Mike at BrashMonkey in MSVCR120.dll and MSVCP120.dll missing!   
    Every time so far someone thinks this is the case, it's because they already have a newer version of visual studio installed, so the install does not let the install of 2013 actually take place. In this case, you unfortunately need to first uninstall the newer version, then install VS 2013.. later a windows update will restore you to the latest version, but the required dll files will stay intact and Spriter will work. 
  6. Sad
    AlbertMen reacted to Wyverntales in MSVCR120.dll and MSVCP120.dll missing!   
    I downloaded the last dll (VCOMP120.dll) and now Spriter loaded. Thanks for your help.
  7. Thanks
    AlbertMen reacted to MelVin in New tutorial video and some additions to the manual   
    This is awesome. Thanks so much. If I could request a tut it would be adding multi characters to construct 2 using one spriter file. If there is already one out there please link me. Regardless thanks for the tuts :D
  8. Haha
    AlbertMen reacted to Robert Brooks in Spriter R11 Release   
    Is was hoping the weird scaling issue that seemed to have been introduced in version 10 would have been addressed. The scaling handles on the top and and left side of the selected sprite boxes distort the image disproportionately  over distance making it difficult to adjust height and width of a sprite without having adjusting it's position. I'm running Spriter on a windows 7 system and a windows 10 system and it happens on both so I'm assuming its happening to a lot more people, or is this supposed to be happening? 
     
    Edit- Ok it seems that scaling handles are tied to sprites anchor point, so when scaling a sprite depending where the anchor point is the sprite will be stretched. Is this supposed to be like this?? I have never come across this in any image editing software, photoshop, illustrator, inkscape, gimp normally scaling an image is a trivial affair . I can't see why a sprites scale needs to be related to it's anchor point. 
  9. Sad
    AlbertMen reacted to popeyesfx in Spriter R11 Release   
    Tried running this on a mac with 10.11 installed and it does not start
  10. Confused
    AlbertMen reacted to Mike at BrashMonkey in Bounding Boxes are ignored when rescaling   
    You mean the cropping settings for the animations?  It is indeed possible that that was overlooked when the creating scaled project feature was created. (I can't test it atm). Worst case scenario you'll have to makes Spriter recalculate it for each animation manually.
    I'll mention this to Edgar (Spriter's programmer) After testing tomorrow.
    Sorry for the inconvenience
  11. Like
    AlbertMen reacted to ChadoriXD in Bounding Boxes are ignored when rescaling   
    Hello Brashmonkey Team,

    I have a little bug I've encountered that needs attention. The bounding boxes are ignored or not rescaled after resizing the entire project.
    That's all. Thanks.

    - Chad
  12. Haha
    AlbertMen reacted to Mike at BrashMonkey in Spriter Awesome Boss Contest! $1000 Grand Prize! Official Rules   
    "Bosses" in games are the typically big, dangerous enemies you fight at the end of levels.
  13. Haha
    AlbertMen reacted to wighawag in Please post feature suggestions here.   
    - It would be great if Spriter did not export non used sprite in the spritesheet. If there were guide, this would also not count as used in that case.
    Currently I need to remove the non used sprite manually while all the info is on the spriter. I guess I could create a script to automatically remove non used item but if Spriter would do it it would be simpler
     
     
  14. Thanks
    AlbertMen reacted to lucid in Please post feature suggestions here.   
    funny you should ask that now johannes
    but the recently completed procedural animation feature description document discusses linking feature further in.
    http://www.kickstarter.com/projects/539087245/spriter/
  15. Haha
    AlbertMen reacted to satatami in Please post feature suggestions here.   
    Color keying (per project?) for those who don't want to deal with an alpha layer or are using programs that don't easily allow for such?
  16. Sad
    AlbertMen reacted to DasBilligeAlien in Please post feature suggestions here.   
    I am testing the free version of the software at moment as we like to use it in our new game. One of our Teammembers allradey bought the Full Version. If we decide spriter as our main animation tool i will buy it too, - or our company, it depends.
    have not read every psot so maybe there is stuff already mentioned.
    There are a few thingsa i really miss when I use spriter.
    1. Double click renaming of groups and layers and stuff - like working in cunstruct2 or gimp... it drives me nuts
    2. keyframe highlighting - wich keyframe is active shown with a colour highlighting. - needed for next wish :)
    3. multiple keyframe selection and editing - copy, paste, transforming
    4. faster zooming in the timeline.
    5. buttons fo new animation and new group!!!
    6. is ther a pissibility to kitbash two finished animaitons together? - if not i think i would like it...
    but all this makes the software more complicated and i dont know.... may be it is best to stay simple.... regardless of what i said amazing piece of work!
    best wishes
    Alban
  17. Confused
    AlbertMen reacted to Mike at BrashMonkey in Animation does not repeat   
    Did you set a custom curve to a main timeline keyframe? That's what it looks like is happening. There's not enough information in the video to know for sure.

    Feel free to zip up your Spriter project and send it to mike@brashmonkey.com and I'll take a look.
  18. Like
    AlbertMen reacted to Odolwa Aztec in Event Trigger Issue in SpriterGM *Solved*   
    I'm using the tutorial for SpriterGM posted by GradusGL on YT (shown below), however I have encountered an issue regarding event triggering.  After setting the trigger event in a walk animation in Spriter, I then went back into GameMaker & called the 'spriter_is_trigger' script to create a foot step object, but nothing is appearing.  As far as I can tell, the event trigger in Spriter isn't being read, but I'm not sure if that's because of something I'm not doing on the Spriter side, or if it's an issue with GameMaker.  I've followed the tutorial exactly as it's shown (from 10:00 to 13:30), but I can't see what I'm doing differently.  Can anyone suggest anything?  Many thanks.
     
     
     
  19. Like
    AlbertMen reacted to Mike at BrashMonkey in Event Trigger Issue in SpriterGM *Solved*   
    I'm glad you figured out the problem. Sorry I just spotted this thread now. I think the only way to entice the developers of GMS to better support Spriter is to make Spriter as popular as possible, with the most useful content and features. We've got several nice new art packs coming early 2018, and some other plans brewing. Wish us luck.
  20. Thanks
    AlbertMen reacted to gibo1021 in game art assets   
    I just found very nice game assets also here. https://mobilegamegraphics.com/ Which is i bought some of their assets and they also have a free stuff as well.
  21. Haha
    AlbertMen reacted to Mike at BrashMonkey in copy and paste multiple keyframes   
    Sorry, I don't think there's currently a way to copy multiple frames at a time. The way it should work is if you select multiple main-line key frame nodes in the time line and just press control plus C, then move elsewhere and press control plus V it should paste copies of the frames you copied starting at where you now are on the timeline, BUT I just tied this and while it seemed to work, the frames were all the same instead of reflecting the actual frames that had been copied/
    I'll report this to Edgar and see if we can get this fixed or implemented, but I can't guarantee how long it will take.
  22. Sad
    AlbertMen reacted to maranpis in copy and paste multiple keyframes   
    Hello guys.
    I have senn the "how to copy and paste entire frames" tutorial, but what about if i want to paste multiple keyframes? trying to select all the keyframes, then copy with ctr+shift+ c and then crtl+v doesn't paste all the keyframes.
    is it possible to do this?
  23. Thanks
    AlbertMen reacted to lucid in The principles of client side rendering   
    I'm not sure which platform or implementation you're using, but all of the implementations I know of do all the transformations in real time.  Though I've seen a couple of speed comparisons where Spriter compare's favorably to other modular animation tools, because of the time it saves using the mainline key references instead of having to step through each timeline finding the current key (as opposed to time saved on transformations).   Of course there is the option of exporting to a png sequence or spritesheet direct from Spriter, but I suspect you're wanting to save those space requirements for runtime, so that solution may not work for you.
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