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Arrgincey

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  1. Like
    Arrgincey reacted to cosmos10040 in Please post feature suggestions here.   
    That is a great idea. I am currently using pencil2d to rough draft my animations. But it would be nice it such a tool can be implemented at least for pro users. :D
  2. Like
    Arrgincey reacted to lucid in Spriter 1.0 Released!   
    Hello everyone,
    We're pleased to announce the official release of Spriter 1.0. It's been a long journey, and we'd like to thank all of our glorious Kickstarter backers and Early Adopters for making this possible.
    While this build offers substantial optimizations, and a few feature additions, enhancements, and bug fixes, we're just getting started with where we want to take Spriter. There will continue to be new builds with new features, enhancements, bug fixes, and improved documentation, which will be free updates for Spriter Pro owners. The Essentials version will also continue to get updates with bug fixes, and workflow enhancements.
    Thanks again and enjoy Spriter 1.0!
    Spriter Release 1
    Released 11/11/2014
    Additions and Enhancements


    [*:3lb04hxy]Several performance optimizations
    [*:3lb04hxy]Added Pro only feature to add custom watermarks to Png and Gif exports
    [*:3lb04hxy]Export to Png and Gif now recalls last used settings
    [*:3lb04hxy]Added the ability to resize the default pivot point editor
    [*:3lb04hxy]Added single action to copy the selection from canvas and paste it to all frames (available in the edit menu, the right click menu on the canvas, and with the keyboard shortcut Ctrl-D)
    [*:3lb04hxy]Paste to all frames now only creates one key for the addition if possible
    [*:3lb04hxy]Added 'Deselect All' to the right click menu after clicking an object on the canvas to make zoomed in editing of many overlapping parts easier
    Bug Fixes


    [*:3lb04hxy]Fixed a bug with anchored IK, where only rotating a bone not involved in the IK would cause the anchored IK to shift position upon releasing the mouse button
    [*:3lb04hxy]Fixed a bug with anchored IK, where moving a bone far up the chain from the IK would cause the anchored IK to shift position upon releasing the mouse button
    [*:3lb04hxy]Fixed several bugs in onion skinning where onion skins could get stuck stuck on the screen after they should have disappeared
    [*:3lb04hxy]Fixed a bug that caused unintended selection behavior in the file palette after dragging an image onto the canvas
    [*:3lb04hxy]Fixed a bug that allowed the default pivot point dialog to very large images into a window that extended outside the borders of the screen
    [*:3lb04hxy]Fixed a bug that caused the default pivot point dialog to appear in a different monitor than the program for certain setups
    [*:3lb04hxy]Fixed a bug where after deleting the last animation in an entity, the keyframes would remain in the timeline widget, and the program would crash if you attempted to edit them
    [*:3lb04hxy]Fixed a bug where sub-entity onion skins would either display incorrectly, or not at all
    [*:3lb04hxy]Fixed a bug where it was impossible to delete sub-entities
    [*:3lb04hxy]Fixed a bug where changes to the canvas zoom made using the keyboard shortcuts or menu items would revert back to the previous zoom level after making a change to the sprite z-order
    [*:3lb04hxy]Fixed a bug where changing a bone's angle would reset it's opacity to 100%
    [*:3lb04hxy]Fixed a bug where clicking to drag a bone would cause it's opacity to flicker momentarily if it's opacity was set to less than 100%
    [*:3lb04hxy]Fixed a bug where dragging and dropping a new sub-entity when a bone was selected would cause the sub-entity to shift it's location upon the drop
    [*:3lb04hxy]Fixed a bug where copy pasting multiple keys wouldn't always paste all keys
    A quick note about version numbers. We've opted to use release numbers instead of version numbers, so this build is Release 1, the next will be Release 2, etc. Hotfixes, and beta versions to be tested before being marked as stable releases will use decimals. (e.g Release 1.1)
  3. Like
    Arrgincey reacted to som-one in Spriter incompatible with tiling window managers?   
    Hi,
    I tried to launch Spriter on my archlinux system but got an error.

    segmentation fault (core dumped) ./Spriter
    Running ldd showed nothing unusual and it worked in a lubuntu vm. Gdb told me the error was caused by some qt code.
    I found another post with, what looks like the same problem: https://www.scirra.com/forum/spriter-early-adopter-sale-tools_p851923?&sid=216adbd35567c46a162b0a6a9930ee42#p851923.
    After searching around I found that it is most likely caused because I'm using http://i3wm.org/. After switching to gnome-session, Spriter worked.
    This looks like a general problem and not related to B11.
    It would be awesome if a dev could try to launch Spriter in a i3wm session and see if this causes the application to crash.
    Is anyone else using i3 and is able to run Spriter?
    thanks
    edit: I tried running Spriter in an active https://github.com/baskerville/bspwm session and got the same error (looks the same)
    edit2: tried the same using http://dwm.suckless.org/ and got the same error
    edit3: I changed the title from i3wm to tiling window managers because it looks like a general problem with these.
  4. Like
    Arrgincey 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 ?
  5. Like
    Arrgincey reacted to Kiori in Spriter r2 bug thread   
    I still have issues on running this on windows on intel gpu, but none under linux. thought r2 might fix it, guess not.
    Perhaps its related to the frameskipping problem mentioned above.
  6. Like
    Arrgincey reacted to lamorris in Crash on load after activating Pro, even on fresh reinstalls   
    Hey guys,
     
    Been a big fan of Spriter for some time and tweet/stream a bunch of my work with the software. I saw Spriter Pro on sale recently and grabbed it, though I didn't activate until today when I needed one of the features for crunch work I'm doing. After activating the software, I restarted it as the OpenGL said I needed to, and now it crashes on load, stalling and bringing up the 'Spriter has stopped responding' dialog box. I have:
     
    1.) tried uninstalling and reinstalling (several times)
    2.) tried uninstalling, cleaning registry keys with CC Cleaner and reinstalling
     
    I'm on crunch right now, please help. ): I have a bunch of rigs I need to get finished over the next few days and would really like to be able to use the software I bought.
     
    Update: I installed Spriter B8_2 and that seems not to crash on load with Spriter Pro activated. B9, however, seems to crap itself still.
  7. Like
    Arrgincey reacted to Jonjon in Did anyone ever manage to fix the Reaper importing to Unity with Spriter2Unity?   
    Basically when I try to import it, it looks like this
     
    If someone could modify the Reaper, or the Spriter2Unity on Github, and send it to me.... I'll give you 20 bucks. Hell if you can fix the whole Spriter2Unity plugin for Unity so that it's finally complete, and doesn't suck, and also doesn't make the Animation tab look impossible to configure animations, or at least let me easily update the scml/prefab when I make changes to animations and shit in Spriter. 100 bucks. Come on, any programmers out there wanna make some money?
  8. Like
    Arrgincey reacted to trexrell44 in Saving Pixel Art to Smooth sampling   
    Hey, guys I love this program, I just have one question about something that I had no intention on doing until I used this program. The game I am working on uses pixel art and this program does a really great job animating it. I happen to have switched one of my animations to the smooth sampling and the animation looks so smooth I am willing to convert all my battler sprites into this style. The only thing is that the first frame does not save in this style. Is there a way this program can save the entire pixel animation to smooth sampling from beginning to end even if its a single image?
  9. Like
    Arrgincey reacted to mattcusprime in Just wanted to say thanks   
    About 2 years ago I started teaching myself programming in order to bring an idea to life that I had had for a long time and was really just a pet/hobby project.  Thanks to your software and art packs I have really been able to make it breathe; granted it's totally a self funded non-commercial project at the moment, but I am really enjoying it.  I added a little creditation on the site, hope you dig it.  
     
    Anyway, hopefully it will be a success and I know Spriter will be.  Thanks!
    Check it out if you can, I put it in the works in progress forum as well.
     
    http://www.snesexplainseverything.com/
  10. Like
    Arrgincey reacted to icuurd12b42 in Spriter and Game Maker Studio   
    Hi guys!
    I dont know if you remember me but I did the Game Maker Spriter API a long while ago and it worked for a while but after a few spriter updates it stopped working and so I been pestered quite a lot to update the api but I simply had no time on my hand and mainly had not time to keep up to date with all the changes and features.
    What I need is a little guidance to figure out where to go get the information I need.
    I also need example files and the download I got comes with none.
    I need the file specs, the supported features specs, example(s) that use all the features, hopefully those example would be included with the API as a demonstration on how the api works and to show what feature are supported; as well they would make an appearance in the demo exe and the demo video.
    I am not an animator so I would need something "free to use" as I cannot do these animations myself.
    Also I got the free version, how does it differ from the purchased version, would an API written with the demo as a working/testing tool be enough? would I need to get the purchased version?
    Thanks for helping out!
  11. Like
    Arrgincey 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.
  12. Like
    Arrgincey reacted to rSheep in Please post feature suggestions here.   
    Hi. The feature Jonjon show in the video is something that really seems to be missing in Spriter.
    I've seen the Spriter video where it set 2 bones to a skin (the snake skin sprite), have tried it, and is really good.
    It works perfectly with sprites with a longer width, but would love to do have the same option for height (a sprite with height greater than the width).
  13. Like
    Arrgincey reacted to MPRart in "The Lady" Now on STEAM (Animated with Spriter)   
    My 2D Surreal Puzzle Horror is now available on STEAM: http://store.steampowered.com/app/341060 
    Pick the game up for %15 percent off right now, regular price is $3.99. 

    All of the animation was done in Spriter. 
    View images and videos in the Steam Community: http://steamcommunity.com/app/341060 
  14. Like
    Arrgincey reacted to rainbox in Spriter design question in Construct2   
    Hello! Love Spriter. I have a quick design/C2 question.
     
    Right now I have all my sprites/animations in one SCML file. That one file has my character, items, and backgrounds as different entities. If my sprite count gets very big though, does it matter if I'm still only using one SCML file for everything? Or is it better to create multiple SCML files and separate categories of sprites into them (like one for characters, one for items, etc.) and just create each when needed? I'm just wondering how it works from workflow/computer resources put of view.
     
    Thanks :)
  15. Like
    Arrgincey 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.
  16. Like
    Arrgincey 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. ;)
  17. Like
    Arrgincey reacted to James W in LOVE it! glad its done!   
    I have been following the creation of spriter since the beginning... payed for a early lic, and patiently waited on the finished product.
     
    I would periodically pop in and download the new releases and play around with them... get started and then some plugin for C2 or the method of insertion would change, things would break and.... well.   lets just say I continued to wait. 
     
    Yesterday I downloaded the most recent "stable" update and i must say you guys have done a great job!  
    I will be recommending this to anyone looking for animation software.
     
    and... im sure i will be asking for help using this amazing tool in the near future.          please have mercy on me.   lol
  18. Like
    Arrgincey 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
  19. Like
    Arrgincey reacted to rainbox in New sprite throwing off curve   
    I have a character that I animated with bones that floats up and down. Midway, I want it to fade into a blurrier version of the sprites. So I was planning to overlap the character with the blurry sprites, attach them to the existing bones, and then animate the opacity to make them fade in/out.
     
    However, whenever I put in one of these new blurry sprites and keyframe it, it throws off the bezier curve for the entire project. Am I doing this incorrectly? I can provide my Spriter file if needed.
  20. Like
    Arrgincey 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
  21. Like
    Arrgincey reacted to lucid in Spriter r2 bug thread   
    Post bugs for Spriter r2 here.
  22. Like
    Arrgincey reacted to bwwd in Great algorithm for rotating pixel art & sprites   
    Hey guys what if spriter would have rotating algorithm like this software?
    http://info.sonicretro.org/RotSprite
    Do you think it could be done? It preserves shapes perfectly, maybe if you would contact developer then he would share how he did it and it could be implemented in spriter so pixel art animating would be even better.
    Just look at examples:


    This is other program SolarStrings rotater which also rotates sprites preserving details and shapes + whats most important - source code is available for lookup and maybe create something similar
    http://wayofthepixel.net/index.php?topic=13052.0

    In my opinion having something like solarstrings rotater as option to rotate sprites would be great, even if its not used in realtime during opengl preview but only when exporting.
  23. Like
    Arrgincey 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.
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