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Asuqytrau

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  1. Like
    Asuqytrau 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!
  2. Like
    Asuqytrau reacted to ruberboy in distorting sprites the easy way   
    This is a tutorial I made That I think could be a good idea.
     
    Its for making sprites in a 3/4 view which can be VERY difficult without a 3d model, so we use an easy way with the scaling tool. You can disable interpolation in the tool (in gimp) for less blurring results. If you use other program there should be an option similar.
     
    This method is very old and was used in pixelart for making things like coins or the rings in sonic spinning (or similar method).
     
    1-First take the sprite or part you want to make 3/4 view and have it on a layer. (draw it, paste it, whatever).
     
    2-Make 2 Duplicates.
     
    3-Divide the 1 duplicate by middle by deleting it with the square selection tool(natural middle in this case about the navel).
     
    4-Do the same for the other duplicate.
     
     

     
    5- Now use the scaling tool on one half of the duplicate , in this case the one which is farther to us, and tweak it to make it narrower.
     
    6- Do the same to the other part, but have in mind to leave one part smaller as to emulate perspective. Tweak everything By hand, I recommend 1px round brush. This is the final result after tweaking.
     

     
    Sorry about the crappy presentation I almost messed up last image, but you get the idea. Using a 3d modelling program and drawing over is tedious, and using the perspective tool can get messy. This way is easier... Now the most important is tweaking and leaving as you like and make last corrections at the end.
     
    Hope you find it useful, I think you can do the same thing with vectors if you use flash (Im not sure).
     
    Cheers.
  3. Like
    Asuqytrau 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.
  4. Like
    Asuqytrau reacted to lucid in Spriter R3 Bug Thread   
    Please post bug and crash reports for Spriter R3 here.
  5. Like
    Asuqytrau 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.
  6. Like
    Asuqytrau 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
    Asuqytrau reacted to Kinsman in Please post feature suggestions here.   
    I downloaded the latest alpha, and I had two suggestions.
    1) If you want to make an animation that involves simple flipping of a part, i.e. making someone's head look back and forth, you end up with a tween that makes the head literally flip like a piece of paper.
    In a frame-based timeline, what you'd do is have the frame just before make the head face one way and the frame just after, make it face other way. But it's a little more trouble with the seconds-based timeline that Spriter has.
    My suggestion is - could you make it so that you can drag pre-flipped versions of your images from the file list into the screen, and have them be considered separate ID's from the non-flipped versions?
    2) Spriter could be used for full-screen cutscenes, as well as character animation. If you want to use it that way, often you're also working with a background audio track that you want to sync with the action.
    I know that you're planning to have sounds play during the animation preview - but could you make it so that sounds also play when you're scrubbing the timeline?
    Thanks for making Spriter.
  8. Like
    Asuqytrau reacted to WillianElmyr in Steam Key?   
    Seeing that Spriter is on steam now, i'd like to know if there's any way to get a steam key for it. I've been using spriter for a few months already and i have to say that i love it, but with it on steam i could track of how much time i've been using daily and that would be nice to know.
     
     
    That's pretty much the only reason
  9. Like
    Asuqytrau reacted to Gus in Which platforms would you like Spriter support on?   
    Unreal Engine 4
  10. Like
    Asuqytrau reacted to Mike at BrashMonkey in Welcome to the new Spriter forums.   
    Hi Everyone,
     
    As you might have noticed, we've upgraded to a totally new forums system.  The migration seems to have gone off without a hitch, but there's the possibility that if you posted during the 30 minute window in which we were migrating that your post ended up in the old forums and didn't make it over here. 
     
    For anyone with a missing post, for a limited time you can actually access the old forum by going here: http://www.brashmonkey.com/forumOLD and copy the text from your post so you can easily repost it into the new forum.  If this is required I apologize for the inconvenience.
     
     
    cheers,
    Mike at BrashMonkey
  11. Like
    Asuqytrau 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.
     
     
     
  12. Like
    Asuqytrau 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
  13. Like
    Asuqytrau reacted to Jonjon in Spriter for Unity 4.3 (Updated, Integrated)   
    If you can get Papagayo working for Spriter2Unity I'll suck yo dick.

    Or if you know a good work around. Like if I can at least be able to import the lip sync'd mouth onto my character's head for certain animations inside Spriter, and then be able to import that scml to Unity and just add the sound file back on inside Unity. Thanks.
  14. Like
    Asuqytrau 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
     
     
     
  15. Like
    Asuqytrau 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
  16. Like
    Asuqytrau 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...
  17. Like
    Asuqytrau 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 ?
  18. Like
    Asuqytrau reacted to Bioz in Any difference between spriter pro and the steam version?   
    I was just wondering if there was any difference between spriter pro available here and the steam version?
  19. Like
    Asuqytrau 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
  20. Like
    Asuqytrau reacted to Bioz in API for C or C++ which loads Spriter file into some data structure   
    Is there a generic C or C++ library which can be used to load the Spriter exported animations into some class or struct object that can then be accessed with graphical library independance?
     
    I am not looking for something that will draw anything to the screen. I am only looking for a library that can be used to access time-based tranformational data required to render. For example, given time=1second and objectID=5, it should be easy to get rotation, scaling and translational information.
     
    Also, is there a list anywhere of all the API's?
  21. Like
    Asuqytrau reacted to marapa in Few questions about spriter with construct   
    Don't know if it's the right place to ask, but here goes nothing.
     
    I'm trying to make a game about avoiding stuff, and for each obstacle i've made a different object, every obstacle is created every random seconds. Thing is, i can't set it properly so every time an object is created the animation would "stick" to it. First time i tried to make the animation to stick to the obstacle every tick, but when a second obstacle was in the same screen only the first one would be animated, also every time the obstacle wasn't on the screen, the animation would show at 0,0 and i really don't want that. I tried different things but then the post would get too lenghtly, so i'll just kindly ask for some help on this one
     
    My next question is, pretty much all the player animation is done, but i can't set the animation to play when he gets hit, the previous animation keeps playing and even when it finishes the "hurt" animation doesn't play. Also, in the hud bar, the health bar is animated, it works when the screen starts, but when the player gets hit and recovers an animation is suposed to play, but nothing happens.
     
    Many thanks.
  22. Like
    Asuqytrau 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. ;)
  23. Like
    Asuqytrau 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.
  24. Like
    Asuqytrau 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
  25. Like
    Asuqytrau reacted to akdean in Inverse Kinematics Spriter Pro from Steam   
    Hello,
     
      I was using the "Spriter Free" edition for a while and thought the program was so great, I needed the Pro version. Seeing that it was available on Steam made it a no-brainer for me. However, when I upgraded to the Pro version and attempted to use the inverse kinematics "locking" feature that was mentioned in the tutorial videos (the ones that appear every time I open the program) doesn't seem to work and I can't find any buttons or other shortcuts that have the same features.
     
      Has this been removed, changed?
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