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Arrgincey

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  1. Like
    Arrgincey reacted to aiat_gamer in Resizing the selection rectangle moves the time-line to the left!!   
    http://makeagif.com/i/AkxXWs
     
    Just watch that gif and you will see what I mean. 
  2. Like
    Arrgincey reacted to MasterZenith in Best Mesh Deformation Programs out there?   
    I like Spriter, but I'm looking for a program that has great mesh deformation aspects.

    Anyone have a list of cheap to expensive sprite manipulation programs that allow me to deform?

    I saw a few, like Spine, but are there any others not 300 bucks? Or is Spriter the best I'll get for it's price?
  3. Like
    Arrgincey reacted to kappische in Please post feature suggestions here.   
    Here is a suggestion to slim down the time line even more. I wrote about it on the kickstarter page but thought it would be better here :)
    To make the animation repeat/pingpong = right click on play-button and choose it.
    Scrubbing with middle mouse button or similar in the animation area to be able to iterate faster. Ex. hold down middle mouse button + move left/rigt to move in the timeline.
    pic on a slimmer timeline:

    What do you think?
  4. Like
    Arrgincey reacted to lucid in Please post feature suggestions here.   
    it's a definite possibility for the long term.
    good idea. It was already going to have the spinboxes, but that's a good idea. Also, the angle control will have a wheel you can rotate with your mouse.
    The current beta does have a 'protected selection' feature. You can drag, drop, and rotate a selected object even if it's behind others. only if you click a sprite on an area that doesn't overlap the currently selected object(s) will it change the selection.
    yes, that's in there
    yes, the next release will be native UI on Windows, Mac, and, Linux
    yes, all of that is planned for the long term, and the groundwork is already layed for those features.
    thanks for the kind words, and yes, we do want to work with the community to develop an ecosystem of some sort for both the animators and the developers.
    the todolist is huge, but things are going very well on fronts.
    working hard on the next version, and loving every minute of it.
  5. Like
    Arrgincey reacted to Tylermon2 in Feature Request: Scenes   
    Currently Spriter allows the creation of multiple Entities. Each entity is capable of having multiple animations.
     
    What I suggest is to have something called a "scene" where we can bring multiple of these entities together in our animations.
  6. Like
    Arrgincey reacted to olkina in My game doesn't run on Samsung, what can be the problem?   
    Hi,
     
    May someone here is using the spriter animations in Construct 2 for mobile app? Is there specific problem or known issues in Spriter's animations in Samsung devices?
     
     
    I'm developing a mobile game for kids. I test my game on Nexus 4, 5, and 9 devices, on HTC and on Samsung Galaxy S4 and Samsung Note 3. On the Nexuses and n the HTC my game runs well, but on the Samsung devices my game stuck - I see the loader about 3 minutes and then I get the background of the first layout with clouds (not moving) and that's all. My spriter's object are created in the first layout.
     
    I export my project to Cordova and then I compile it  with Phonegap or Crosswalk with the same result.
     
    Construct 2 release 208 (64-bit)
    Spriter release 4.1
  7. Like
    Arrgincey reacted to Yoshi in Searching for animator artist   
    Good evening together,
     
    we are searching for a talented animator for "Commander Bean".
    It´s a game and it is currently in development.
    Commander Bean is a jump ‘n’ run platform game. The mission is to avoid the contact with laser traps, ground sensors and motion detectors.
     
    http://www.indiedb.c.../commander-bean
     
    http://steamcommunit...s/?id=496872925
     
    https://www.facebook.com/CommanderBean
     
    If you would like to help us - tell us!
     
    Best regards
    Yoshi
  8. Like
    Arrgincey reacted to ciaps in Spriter eating up too much RAM   
    Hi all,
     
    first of all congrats for this great tool, it's coming along a bit slowly, but overall it's a great tool.
     
    I have a problem with Spriter Pro related with RAM usage: on my Windows 7 machine with 16 Gb of RAM, after I open 1 scml file of about 250 Kb in size each, the memory usage of Spriter Pro goes up to 600MB. When I open another file, it doubles up to 1.2 Gb. When I open a third file, it goes close to 2 Gb and it becomes heavily instable.
     
    I basically have to close the program and open it again for every file that I load. Is that normal? I tried both with enabling and disabling OpenGL, nothing changes.
     
    Thank you for your time, and keep up the good work!
     
    ciaps
     
     
  9. Like
    Arrgincey reacted to lucid in scml documentation update   
    Just wanted to link to this on the main forum for anyone who's been waiting on this:
    viewtopic.php?f=3&t=12569
  10. Like
    Arrgincey reacted to Wompus in Missing files in a lot of .scml files   
    In AdventurePlatfortmerPack_FULL there are a lot of files missing in the scml files. They are listed in the folder/file elements of the scml file but are not present in the folder structure. Will this be cleaned up? My current Spriter library can't handle these missing files.
  11. Like
    Arrgincey reacted to aiat_gamer in The alpha level is acting weird...   
    I press the main parent bone, press Z to select everything and try to set the alpha to 50%, as soon as I let go of the button the alpha level jumps to 100% although the reduction in alpha has been implemented, so now 50% is the newest 100%! I cant go back to fully opaque sprite anymore  :oops:
  12. Like
    Arrgincey 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!
  13. Like
    Arrgincey 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?
  14. Like
    Arrgincey 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 !
  15. Like
    Arrgincey 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,
  16. Like
    Arrgincey reacted to Mike at BrashMonkey in Spriter for Unity 5.0   
    Amazing, Awesome, Stupendous stuff Dengar! You're a treasure to the Spriter community! :)
     
    Cheers,
    Mike at BrashMonkey
  17. Like
    Arrgincey reacted to PandaMonkey in MMF2 integration, other questions   
    Hi, I would like to know how the mmf2 integration will work in the future.
    Also, I spend my time both at home and in work, so I would like to know if I can use the serial more than one time.
    Thanks a lot!
  18. Like
    Arrgincey reacted to 8DashP in scml documentation (deprecated - use reference implementations instead)   
    Apart from the bugs in the reference code, I think it's still pretty much valid and should just need adding to with new features.
    My Shiva implementation is in C++, but using Shiva API's for image, object and screen manipulation as Shiva is a 3D environment, not 2D. I've had to modify some of the reference data structures to make sense in my environment, mainly around the timeline, bone and object keys, as turning 2D images into 3D objects but still treating like 2D objects requires some lateral thinking, and coding.
    I started with the generic C++ code! but have virtually rewritten it all as my deviations for my environment were turning it into spaghetti code, and I wanted to stay closer to the reference implementation.
    So overall, the basic algorithms and data structure are sound. It's getting it into your runtime environment that takes all the work.
  19. Like
    Arrgincey 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
  20. Like
    Arrgincey 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.
  21. Like
    Arrgincey reacted to lucid in Spriter R4 Bug Thread   
    Please post bugs with Spriter R4 here.
  22. Like
    Arrgincey 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
  23. Like
    Arrgincey reacted to chokobanana in Add bones to a photo   
    I'm completely new to this.
    Is it possible to add bones to a photograph, like the one cat below and then animate its tail so it's moving? (Add a long bone to the tail and bend it) Or am I required to cut the cat into pieces and animate each piece? (Cut the tail into 10 images)
     
    http://uk.frontline.com/Style%20Library/images/contact_us_cat.png
     
    Is there a tutorial that shows how this is done?
     
    Regards,
    Daniel
  24. Like
    Arrgincey 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
    Arrgincey 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
     
     
     
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