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DarrenOl

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  1. Like
    DarrenOl reacted to lucid in Spriter B6 pre-release (update 12-5 all platforms)   
    12/05/13 Update Change Log:

    [*:lla2aa25]fixed a ui issue with the timeline being too large horizontally at it's minimum size
    12/04/13 Update Change Log:
    [*:lla2aa25]fixed several issues with the saving of reparenting or shifting pivot points
    [*:lla2aa25]fixed a crash where changing animations with an item selected that isn't present in the new animation
    [*:lla2aa25]fixed a bug where ik wouldn't work correctly on bones with custom length
    [*:lla2aa25]fixed a bug that was deactivating pro versions upon loading a file
    [*:lla2aa25]fixed a bug causing performance issues in b5_9x's
    [*:lla2aa25]fixed a crash that would occur when attempting to export to png or use skins with openGL disabled
    [*:lla2aa25]fixed a bug causing the timeline to go white after making changes to an animation
    [*:lla2aa25]made it easier to create very short bones
    [*:lla2aa25]various performance optimizations
    11/25/13 Update Change Log:

    [*:lla2aa25]Fixed a bug in the timeline widget that would cause crashes in various situations.
    [*:lla2aa25]Changed tweening curve preview so you have to click the keys in order to activate the preview (as opposed to just hovering)
    Hi everyone,
    Here's another beta release for public testing which includes the following new features:
    This build is still not quite b6, as we need to do a bit more testing and the members of the community who use Mac or Linux need to make sure it runs properly on their respective systems.
    You can download the new build(s) from the following link(s):
    PC version
    Mac version
    Linux version
    1) You can now quickly and easily change the position of an entire animation relative to its 0,0 coordinate (anchor point) by holding the M key while on any key frame and left clicking and dragging the 0,0 cross-hair lines.
    2) You can now scale entire Spriter projects (images and .scml or .scon file) to any size you'd like...so you can create your animations in high res, and scale it all down for different resolution platforms etc, or scale down or up the size of our art packs to perfectly fit the size needs of your game projects. Be sure to do this only with copies of your Spriter projects because this feature permanently changes the images and files.
    3) You can now fix the z-order for your animation on one key frame and instantly copy the new z-order to all other key frames in the animation.
    Please watch this video to see these 3 features in action:

    4) Sound support is now implemented and ready for testing. The UI is currently unfinished, but useable...just bare in mind the interface for adding and manipulating sounds will improve in the future.
    Here's a video explaining exactly how to add sounds to your animations:

    changelog


    [*:lla2aa25]added shortcut for hiding skinning arrows (Ctrl-H)
    [*:lla2aa25]added ability to move an entire animation relative to the (0,0) axis - hold M while dragging the canvas background
    [*:lla2aa25]added ability to save project to a new size (resizing animations and images) - option under 'File|Other File Options...'
    [*:lla2aa25]added ability to copy z-order to all frames - under the edit menu
    [*:lla2aa25]added ability to hide timelines in the timeline widget
    [*:lla2aa25]fixed bug that created "missing image"s for files that weren't in use.
    [*:lla2aa25]fixed a bug where choosing not to "show sprites" in the hierarchy view would hide bones as well

    cheers!
    -edgar
  2. Like
    DarrenOl reacted to yamada0000 in Bouncy laser animation   
    Hello! :)
    I would like to ask what is the best way of implementing my animation into a game.
    I made a laser animation, and now i want it to be able to bounce off of walls from all angles.
    Of course, it's impossible to animate bouncing off walls for every single angle, so i would like to know how you would solve this issue.
    One solution that I have is to have "another" laser coming out of the wall when the first goes in so it would give an illusion of bouncing.
    Please answer as soon as you can and thank you for reading ^_^
  3. Like
    DarrenOl 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
     
     
     
  4. Like
    DarrenOl reacted to AstralDream in Saving project with different scale   
    Hello
    I need someone with pro version of spriter to save my project with diffrent scale,
    0.4, 0.6 and 0.8.
     
     
    Its an animation from Don't Starve game, I'm making mods for that game, but this mod needs resized animations, and that can't be scaled by game, cause then it scales all special effects on it to and it looks very bad.
     
    Contact me on steam if you want to help me out with this:
    http://steamcommunity.com/profiles/76561198027077262/
  5. Like
    DarrenOl reacted to lucid in B4 Bug Thread   
    btw, anyone who's getting the issue of a mysterious "object_000" appearing in their project. I'm trying everything to reproduce the issue, but I can't get it to happen. It's obviously not an isolated thing, since I've seen it reported at least 2 or 3 times already, so if anyone figures out a way to make it happen on command, I'd be very grateful
  6. Like
    DarrenOl reacted to Buttermonster in B4 Bug Thread   
    At the moment both B3 and B4 are giving me the empty object bug. If I make a new animation for an entity the previous one will get the empty objects. This happens any time I save. Have tried installing and uninstalling multiple times and creating new projects for both versions.
    Is B2 available to download?
  7. Like
    DarrenOl reacted to JonathanB in Bug with Spriter ?   
    Hello ! 
    I feel I have a bug with Spriter. I started with animated one arm of my sprite, and then I wanted to add the second arm, and animated.     Except that when I want to animate the second arm all my sprites are found automatically placed anyhow, as on this screen:       I canceled and repeated, but my sprites are still found place anyhow ... what is this come from? : \ Thank you in advance !
  8. Like
    DarrenOl reacted to Solgryn in Edit filenames   
    Hi,
     
    Is it possible to edit filenames of images such that you won't have to go through the animations and replace all the "missing images" to the "new image" with the edited filename?
     
    Use:
    In my project I have named my files hand_1, hand_2 etc for that they would appear in an order that would make sense when selecting the image replacement. But as I made new hands, the order would get messed up. So I'd like to rename the new hand_3 to hand_2 and have hand_2 be hand_3, without messing up the animations.
  9. Like
    DarrenOl reacted to ffman22 in construct 2-spriter coin-op jam.   
    name of  the game:

    this is  the work in progress of my  game for the construct 2 coin-op jam.
     
    here  I am online working in the animations in spriter.
    http://www.twitch.tv/carlofps
     
    zombie 1

    big zombie.

  10. Like
    DarrenOl reacted to SymboliC in Cloning Animations between Entities   
    Hi,
     
    I've just cloned an "Idle" animation in an Entity... But when I try to drag and drop that cloned animation under another entity, it doesn't allow me...
     
    So what I do is, I clone a whole entity and delete the unneeded animations leaving only the animation I want to be cloned from the other entity.
     
    Is this normal or am I doing something wrong?...
     
    Thanks,
  11. Like
    DarrenOl reacted to SymboliC in Aligning all bones "start points/pivots"(?) to respective images' pivot points...   
    Hi,
     
    I'm not sure if this is applicable or if this function does even exist but in the next release can you include a feature like "align all bone pivots/starting points(? I don't if the terminology is correct here) to their respective images' pivots"... OR equalize all XY coordinates of bones to XY coordinates of respective images?
     
    Continuously pressing B to detach images from bones and positioning bones, reattaching images and this is followed by the correction of the placement of child objects is really an exhausting workflow for me...  :-|
     
    Please enlighten me if I'm doing something wrong or if there is an easier way for this. I have also checked the shortcuts but couldn't achieve what I was looking for.
     
    Actually, is it possible to position the bone (maybe while pressing another key) even if I don't detach it from its image?
     
    Thanks a lot,
  12. Like
    DarrenOl 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.
  13. Like
    DarrenOl reacted to Solgryn in Move bones globally across animations?   
    Is it possible to offset/move bones globally throughout all the animations? For example move the "Head Bone" 50 pixels up, instead of going through every single animation and moving them.
     
    I've recently made a change to my character and I'd have to painstakingly go through all the animations and change the positions. Just wondering what the best practice is for maintaining your spriter project is.
  14. Like
    DarrenOl reacted to billymonks in Negative scale values in Trixt0r XNA implementation   
    Hello all, I apologize if I am posting in the wrong place.
     
    I am working on a game using the Trixt0r XNA implementation of Spriter to display objects.
     
    The other night I discovered that bones & sprites which had negative X_scale values were failing to render in game.
     
    --> 
     
    Are there any known solutions or workarounds? Any help with this issue would be greatly appreciated. 
     
    Edit: As a workaround I replaced the bones and sprites that had negative Xscale.
     
    Spriter is an excellent tool and I am very thankful for its existence, even in its early state, and Trixt0r for his open source implementations which have saved me months of work.  :mrgreen:
  15. Like
    DarrenOl reacted to copilot in Is it possible to import a spritesheet?   
    Hi, I'm new to Spriter.
     
    I'd like to make a 2D top-down spaceshooter. I'm wondering if I can use Spriter to create animations for spaceships.
     
    I have spritesheets (e.g. explosions, thrusters). I'd like to import them into Spriter. When I import the png spritesheet it appears as a large single image. Any suggestions on how I can achieve that?
     
    Thanks,
    -copilot
  16. Like
    DarrenOl 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
  17. Like
    DarrenOl reacted to hunterfox in gui looks bad on macbook pro retina   
    Hi!
     
    I want to buy the PRO version but the gui looks pretty bad and complicated work with the program.
    the other problem is that the final version works very slow and also tried b11 version.
     
    the b9 version works well graphically but all have the problem gui.
     
    i've a
    macbook pro retina display
    Yosemite 10.10
     
     
    I hope you can help me because I am very interested in the program
     
     
     

  18. Like
    DarrenOl reacted to Ryusui in IK Anchor/Locking in R3?   
    I just noticed that the IK Anchor/Locking feature that used to be in Spriter appears to be gone. I right-click on a bone but I get a completely different menu from the old Anchor/Lock Scale/Lock Rotation one. What happened to it? Was it removed, or was the interface for it simply changed/moved? I can't find anything in the documentation about it.
  19. Like
    DarrenOl reacted to SymboliC in Animation syncing problem in 2D   
    Hello all,
    Me and a friend of mine are trying to create a game...
    I am the graphics guy and creating the animations using Spriter.
    He is the developer using Unity enviroment and the assets and sprites that I create.
    Here is the scenario for a typical problem...
    We have two animations...
    Let's say,
    One is RUNNING and the other one is FIRE WHILE RUNNING.
    When you press the right arrow, the character starts to run (RUNNING) by default... and while running, if you press the fire key, another animation is triggered(FIRE WHILE RUNNING) in which the main character's right arm is risen as if shooting projectiles while running.
    The problem is both animations have the equal series of images (8 frames each, typical walk/run cycle) but the enetring and exiting the FIRE WHILE RUNNING animation is timeless, I mean it will eventully occur randomly depending on the interaction of the player.
    While transtioining from one animation to another, the legs just scramble... or there seems to be a glitchy skipping because that while FIRE WHILE RUNNING anim is let's say, on the 6th frame, the player stops to fire and therefore, RUNNING animation starts FROM THE FIRST FRAME... skipping the last two frames of FIRE WHILE RUNNING, which causes an absurd skipping in RUN cycle, considering the legs part.
    You may suggest to tear apart the body and use same leg sub-animation for both of these two different animations. But this ime another problem similar to the one above comes into play. The anatomic syncing of arms with legs!!!
    How do you overcome this problem in UNITY or do we have to do something additional in Spriter-side?
    How do you sync the positioning of the legs in both animations so that on entering and exiting of those two animations, the legs are always stay in sync??...
    Thanks a lot...
  20. Like
    DarrenOl 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
  21. Like
    DarrenOl reacted to RunnerPack in Admins: You don't have to approve this topic...   
    ...I just couldn't find a way to "PM" you.
    I just wanted to point out that users "ashleyco" and "jacktimo" are either spammers or have had their accounts hijacked by them.
    That is all :)
  22. Like
    DarrenOl 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.
  23. Like
    DarrenOl reacted to patrikos in Assign Sprite to Bones with "Ctrl-b"   
    Hi, 
     
    If anyone else is having trouble assigning sprites to bones with "hold B and left click" as it says in the manual and on the beginner's video, for me it only works with Ctrl-b and left click.
     
    I don't know if I have some setting wrong somewhere that obliges me to use this key combination, but I couldn't find this mentioned anywhere.
     
    Hope this helps someone.
  24. Like
    DarrenOl 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?
  25. Like
    DarrenOl reacted to BigJDTec in version B1 bug/crash report thread (and daily Win32 builds)   
    When are you planning on releasing a new mac build? I've got these copy/paste related bones bugs and they're holding me back a bit. Also having issues where undoing sprite bone attached transformation operations is moving them all over the place - hopefully it was a similar issue.
    Cheers
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