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DarrenOl

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  1. Like
    DarrenOl reacted to bwwd in Spriter B6 pre-release ready for Windows testers   
    In skin mode i have this problem with red circle icon popping up when i want to create the points using arrow and moving mouse to drag new points into the middle of skin, then this icon pops uip and i know that something bad happened - verts were cloned or disconnected, basically no way to undo and work furhter cause its worse and worse later when you adjust it.
    If that would be fixed and skin wouldnt have any problems with this red circle(similar to the one on remove animation button) and Z order switcvhing then it would be fantastic.
    With z order if i import skin body parts like this : bicep,elbow,fingers then its ok and z order is correct but if i import it like this: elbow,bicep,fingers and i will move body parts in z order to have them displayed correctly( like bicep,elbow,fingers) then they arent and go through each other for no reason.
  2. Like
    DarrenOl reacted to Kilobyte in B6.1 Bug Thread   
    Couple screenshots


  3. Like
    DarrenOl reacted to ridjam in Create New Blank Key   
    Hello from Indonesia here,
    I've purchased the Spriter Pro, and thanks for GREAT software :-P

    I have a question,
     
    about your RunNGunPlatfortmerPack Essentials, in Crounch_Down_Block key number 1 to 76 how to create it?
    I create a new animation from scratch with my art, and I follow your pack, every I paste in key 76 or other key, the image always be animated, I want to make as you do on RunNGunPlatfortmerPack Essentials, "create new blank key with new image without animated", how to create it? sorry for my bad explain haha... :-P
    Thanks before.
  4. Like
    DarrenOl reacted to Webbstre in Hello   
    I just thought I'd say hi. I found this through the Torque 2D forum and hope to be able to use it in the near future. I have one request though: can you include a set of resources to use when learning how to make something? Basically, some kind of default character and some items/armor to practice with.
    Thanks. I'm spreading the word on this program. :P
  5. Like
    DarrenOl reacted to lucid in scml documentation (deprecated - use reference implementations instead)   
    Deprecated : Use Reference Implementations pinned in this forum

    Hello again everyone,
    This is the preliminary edition of the scml documentation. It takes the form of an interactive document with a side by side of pseudo code and the scml format specification.
    This will be expanded over the coming weeks with detailed descriptions of the functions and dom elements being described, but as is, it should provide a good jumping off point for developers creating implementations, and also for anyone attempting to update or troubleshoot an implementation.
    I'll be out of town and away from my dev PC for the next few days, but when I return this document will be continually updated along with Spriter to be as useful and clear as possible. In the meantime however, I'll provide you with a few key points to get you started.
    â—¾the document is written in a c-like pseudo-code ignoring as many language specifics as possible. This means there is no concept of pointers or references. brackets[] at the end of a type name indicate an array
    â—¾float, int, string are intended as general types and can be replaced by double, short, cstring, etc as you see fit
    â—¾as all xml parsing will be language specific, this is not addressed in this document, however, the scml and code are side by side. Where the data structures should contain information directly from the file, those items are highlighted, and hovering them reveals the relationship to the scml file.
    The pseudo code is released to the public domain under the cc0 license. This means you are free to use it in any way you see fit. ("You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission")
    There is a checkbox to hide the scml side, so you can copy paste the code into your IDE or text editor, do a few find/replaces, and you have a basic scml implementation you are free to release it for anyone to use or keep for use in your proprietary engine for your game.
    This version only includes a Set Current Time, and Apply Character Map function, and provides a data structure to translate spriter data to be drawn at the position and orientation of your character on screen. In time this will be expanded to provide a full suite of features to make your playback engine as complete and powerful as possible.
    This document is the first part of a larger strategy to get Spriter universally supported on all platforms, languages and authoring tools, and we will get into those in greater detail over the coming weeks.
    view the documentation here:
    http://www.brashmonkey.com/ScmlDocs/ScmlReference.html
    and please leave any feedback in our forums
  6. Like
    DarrenOl 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.
  7. Like
    DarrenOl reacted to Tumira in Spriter B7 prerelease (Windows/Mac/Linux) (pre3 4-14)   
    Hi
    I would like to request that the "minify" script is supported in next plugin for Construct 2.
  8. Like
    DarrenOl reacted to Xelnath in Spriter for Unity 4.3 (Updated, Integrated)   
    That's a good idea, but right now, the Spriter2Unity for 4.6 is working in 5.0 on GitHub! :)
     
    If I do any major overhauls to clean up the importer, I'll start a new thread...
  9. Like
    DarrenOl reacted to lucid in Spriter A4 Release!   
    Sorry we're late!
    Well, added the bulk of remaining time-consuming features in this build, and also made great strides towards full stability. Without further ado:
    Spriter a4 Changelog!

    misc:

    [*:2y7na3k3] general refactoring for stability and performance
    [*:2y7na3k3]Added Undo/Redo system with corresponding Undo History widget
    [*:2y7na3k3] added cut to cut/copy/paste
    [*:2y7na3k3] persistent object names now changeable from the persistent object palette or bone hierarchy window, and will be saved with file for access at gametime
    timeline:

    [*:2y7na3k3] if a single keyframe is selected, the time can now be adjusted through spinbox
    [*:2y7na3k3]new look to larger timeline handle which will be universally pointy shaped across OS's
    [*:2y7na3k3]time labels for keyframes
    [*:2y7na3k3] mousewheel now zooms in timeline
    [*:2y7na3k3]added ruler to timeline
    [*:2y7na3k3]add current time indicator to timeline, click to adjust current time by spinbox
    [*:2y7na3k3]multiselected keys now drag, copy, and paste correctly
    [*:2y7na3k3] hold alt and drag the rightmost or leftmost selected key to scale the intervals between them
    [*:2y7na3k3]hold shift click to select a range of keys
    file i/o:

    [*:2y7na3k3]new, save, load, save as all enabled after a file is loaded. New incremental save will save your file to a new incremental filename
    [*:2y7na3k3] load, new, save, save incremental all enabled even with a currently active project now
    [*:2y7na3k3]save, new, and load, and close program all tied to undo system so it verifies if you want to save changes
    [*:2y7na3k3]added incremental save, using intelligent logic, so it will recognize incremented filenames (save increment will save a file 'hello.scml' to 'hello_000.scml', and the next time to 'hello_001.scml', etc). will also recognize and continuea an increment so if you load hello_001.scml, it will increment to hello_002.scml, instead of hello_001_000.scml
    animations:

    [*:2y7na3k3] added clone animation
    [*:2y7na3k3] spriter now forces animations to have unique names, and manages the incremental naming of animations using the same logic as incremental save
    canvas:

    [*:2y7na3k3] added canvas zoom and mouse position indicators and controls to the status bar
    decreased the minimum zoom amount from 50% to 5%
    [*:2y7na3k3] holding space when left clicking the background in the canvas now allows you to scroll in the view
    [*:2y7na3k3] arrow keys in canvas view nudge selected objects 1 pixel in whichever direction
    [*:2y7na3k3] added onion skinning. To control the range of the onion skinning, just right click and drag to the left or right of the time handle in the timeline
    [*:2y7na3k3] added new canvas toolbar for locking and hiding sprites and/or bones and setting the image source for the right click image strip
    [*:2y7na3k3] new alternate source for the image selector while holding rightclick over a sprite. either current object's other images from other frames, or the other images from original file folder

    transform controls:


    [*:2y7na3k3]works with new bone system to hide controls when an invalid transformation combination is selected, like several bones and sprites from different hierarchies
    [*:2y7na3k3] added clearer indicators of resize and angle
    [*:2y7na3k3] added hold shift to constrain proportions
    bones:

    [*:2y7na3k3] We'll be releasing a video showing how to use our bones system, which is made to be the most flexible, powerful, and easy to use 2d bone system. Our bones system has no requirements for where bones connect to eachother. There are on demand, context menu controlled ik and constraint features, but these are merely tools to help you animate more easily.
    [*:2y7na3k3] You are not tied at all to a rigid skeleton. Offset bones from eachother in any way at any time. And our dynamic skeletal restructuring allows you to do simple things like a character removing his hat, where the hat changes parentage from the head bone to the hand bone, to crazy characters who grow extra limbs, or take off their own arms, or pull out cartoony gadgets on a whim. Add, remove, reparent, deparent, or even remove the skeleton altogether at any keyframe, and Spriter will behave as if nothing's amiss.
    [*:2y7na3k3] What's more, Spriter will save skeletal alterations from multiple frames of reference in such a way that the implementation developer doesn't need to do anything for it to work. They don't have to understand it, as any basic bone implementation will automatically support it if it follows the basic scml file rules, and it will require no additional processing power from a straightforward bone system. It's a new and simple way of using bones, and we'll have some videos soon showing the awesome system in action and explaining how to use it as soon as possible
    fixes:

    [*:2y7na3k3] fixed a crash when initiating an Export to Png while current time was set between frames.
    [*:2y7na3k3] fixed status bar to update upon completion of Export to Png
    [*:2y7na3k3] fixed the bug in the object info drop down list where editing spinbox numbers with keyboard resulted in strange behavior
    [*:2y7na3k3]fixed a ton of bugs dealing with sprites shifting, jittering, or otherwise misbehaving when dragging and dropping, or changing pivotpoints in many situations
    [*:2y7na3k3] fixed a bug when pasting keys where persistent objects were not always correctly tweening after pasting a key
    [*:2y7na3k3] new timeline fixes once and for all the bug where the handle wasn't always perfectly aligned with the keyframes when resized to certain lengths
    [*:2y7na3k3] fixed copy paste of multiple objects so relative zorder is maintained in the paste
    [*:2y7na3k3] fixed copy paste of multiple keys so first key is pasted at the current time
    [*:2y7na3k3]fixed a bug in the properties pane where if an object was selected the angle spinbox would display 0 while adjusting the angle dial
    [*:2y7na3k3]fixed the behavior of clicking the background of the timeline view, so deselection or set current time behavior is determined by where you click
    [*:2y7na3k3] fixed a z-ordering bug where objects were getting reset to the origin after dragging in objects in frame list.
    [*:2y7na3k3] fixed a bug where the character would display incorrectly for an instant the first time you dragged the current time between two keys
    mac specific fixes:

    [*:2y7na3k3]fixed a mac only file corruption bug when cloning animations
    [*:2y7na3k3] changed from opengl rendering which fixes graphical bugs on certain macs where graphics would appear jumbled
    [*:2y7na3k3]fixed graphical ui bugs on mac where certain parts of docking widgets were transparent
    This should be the last large gap between releases. Thanks again for your patience everyone. Alot more coming down the pipe as well, we're just getting started.
    Windows
    Mac
    Linux
  10. Like
    DarrenOl reacted to Grok in A couple of animations   
  11. Like
    DarrenOl 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.
  12. Like
    DarrenOl reacted to TweenMan in Trouble with IK   
    Hi evereybody: I'm using the free version of Spriter. When making a sequence of three or more bones, I am able to move only the two last  bones pulling from the far  extreme. ¿Am I missing something? I Would appreciate any advice.
  13. Like
    DarrenOl reacted to RunnerPack in Please post feature suggestions here.   
    It's probably already in this huge list somewhere, but I would really appreciate it if right-clicking on the play button would just stop at the end instead of auto-rewinding. It should probably be optional (in case I'm the only weirdo who wants it this way ;)).
    EDIT: I forgot to mention the dilemma of how to handle right-clicking when the head is already at the end of the time-line. You could have it restart from the beginning, but sometimes it might be nice to be able to go from somewhere in the middle to the end. In that case, you should probably save the head position when play is right-clicked, and rewind back there if it's right-clicked again with the head at the end. Just my two cents...
  14. Like
    DarrenOl reacted to lucid in B4 Bug Thread   
    Please report bugs with version B4 here.
  15. Like
    DarrenOl reacted to OrlanJRod in Spriter B10 Bug Report Thread   
    Windows 7 64bit. I haven't tried after that happened, but i'll try it out a couple more times to see if it happens again. Here is the project file so you can have a look through it for errors.
    https://dl.dropboxusercontent.com/u/39646614/girl.scml
  16. Like
    DarrenOl 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?
  17. Like
    DarrenOl reacted to haifisch in image types   
    which are the image file formats compatible with spriter? i am trying to use .tif sprites but it doesnt work
  18. Like
    DarrenOl reacted to jokderdeus in How to edit several keyframes ?   
    Hello,
     
    I want to edit some parts of my character but to keep the animation. Like to move the arm on the left for example but with the animation.]#
    Basically to edit several keyframes in the same time.
     
    More precisely, I would like to add 5 in the X-coordinate attribute of one object on all the frames.
     
    Does anyone know how to do do it without editing each single frame manually ?
     
    Thanks !
  19. Like
    DarrenOl reacted to lucid in Spriter Release Alpha 2 (8/17/12)   
    Glad it works on your other rigs mr ugly. I haven't gotten back around to this problem yet. My first step will be to create new builds for 32 bit and PPC macs, and while I'm at it see what other compatibility options can be tweaked. It's a bit time consuming, and there is just a long list of bugs and features to get to these next 2 builds, and that's one of them. Please bear with me a little longer. If those new builds don't work, we'll figure it out from there.
  20. Like
    DarrenOl 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 :)
  21. Like
    DarrenOl reacted to Kandles in Chars made in Spriter   
    Here's some things I've made with Spriter:
  22. Like
    DarrenOl reacted to milostnik in Turning and Perspective animations?   
    Hey guys. 

    From what I've seen on the youtube tutorials and reading up about it. Is there an easy way of having a character in Spriter do a spin or turn around in some frames by using the tool? Or do I have to make individual frames of the character turning then going back to side on? I was hoping there might be some tool to make it easier. 
     
    Thanks
     
    -A
  23. Like
    DarrenOl 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.
  24. Like
    DarrenOl 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
  25. Like
    DarrenOl reacted to staniu in Slow performance on mac OS X Yosemite.   
    Hi all,
    i desperately looking for some help for the slow performance of spriter on my mac, it is a macbook pro with 16 gb ram and using a Geforce GT 650 graphic card, i have the latest spriter b11 running and turn off the open GL but still experiencing slow performance.
    pls let me know is anyone has a solution for it.
    many thanks
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