Jump to content

DarrenOl

Members
  • Posts

    0
  • Joined

  • Last visited

Reputation Activity

  1. Like
    DarrenOl reacted to winson in Construct Classic Plugin ?   
    How long until the construct classic plugin is released? Thanks.
    we have been waiting for a long time, is it coming?
  2. Like
    DarrenOl reacted to sebby300 in Spriter exported animations are squished   
    Hi! I'm very new to this program and I'm just trying out the trial version. However, already I'm running into a problem.
     
    You see I use very small nes/snes style sprites, and when I export an animation to a sprite strip, the images become slightly distorted. I was wondering if there is a fix for this or if anyone knew why this was happening. I've tried exporting at 100% scale, 200%, 400%, and 800%, and I've tried shrinking down the larger scales in photoshop after exporting them, but none of these methods have really helped at all, I still end up with some sprite distortion with the finished product.
     
    Here is what the sprites should look like:

     
    however, as you can see here, the head being a good example, the sprites get squished when I export the animation
     

     
    Any help would be appreciated,
    Thanks!
  3. Like
    DarrenOl reacted to Phenom in Character maps vs Entities vs using separate scml/scon files   
    First of all, I am using spriter with Construct 2 (just in case you need that information to properly answer me.)

     

    I really like spriter and I'm glad I bought it, but the proper use for each feature isn't really that clear. I asked the question first in someone else's topic, but after browsing the forum more I noticed that you told someone to "make a new topic for a new question" in another topic to be sure his question will be seen - so here I am and I will make the question clearer too.

     

    I read the manual and watched the tutorials and it still isn't clear when we should be using the Character Maps, the Entities, or when to just make separate spriter files (scml/scon) for each enemy.

     

    You said in another topic that it is better RAM-wise to make separate spriter files (though it was unclear if you meant for each enemies). I have like 36 enemies sharing the same walking animation. I was thinking of putting them all in the same spriter file and then either use character maps OR entities, but after reading your RAM post, I'm wondering what would be the best RAM wise. Would using 36 different spriter files (scml/scon) actually be better? But then, when would we use entities? and character maps?

     

    Thank you for your time!

  4. Like
    DarrenOl reacted to bonus2113 in Spriter for Unity 4.3 (Updated, Integrated)   
    I've decided to open a new thread for this implementation as the old thread is mighty out of date (especially the first page is misleading).
    Spriter2Unity
    Get it from GitHub: https://github.com/bonus2113/Spriter2Unity
    A tool that converts SCML files into unity .prefab and .anim files Based on the original work by Malhavok (https://github.com/Malhavok/Spriter2Unity)
    About
    What it does:


    [*:o70kr28x]for each entity in SCML file creates a Unity prefab
    [*:o70kr28x]each entity got it's sprites assigned as long as you imported these sprites before conversion
    [*:o70kr28x]for each animation in SCML file creates a Unity animation under the prefab
    [*:o70kr28x]sprites are changed during animations, so only 1 SpriteRenderer is used for each node in the spriter file
    [*:o70kr28x]an AnimatorController is created (if it doesn't exist already)
    [*:o70kr28x]an Animator component is attached to the prefab. It gets a reference to the AnimatorController.
    Known issues:


    [*:o70kr28x]Only quadratic, cubic, linear and instant curves are supported
    [*:o70kr28x]Mainline curves are not yet imported
    [*:o70kr28x]Only works with a "Pixels To Units" setting of 100
    [*:o70kr28x]Some animations throw errors when selecting/scrubbing through them in the editor. They work fine when running the game.
    Important missing features:


    [*:o70kr28x]Sounds
    [*:o70kr28x]Points
    [*:o70kr28x]Boxes
    Usage
    Copy the contents of the Assets folder into your Unity project's Assets folder or import the package from here. Any SCML files copied into the project will be automatically processed. Prefabs are created in the same folder as the SCML file.
    Detailed:


    [*:o70kr28x]Download this Unity package: https://github.com/bonus2113/Spriter2Un ... itypackage
    [*:o70kr28x]Open your Unity project.
    [*:o70kr28x]Import your whole Spriter project folder into Unity.
    [*:o70kr28x]With Unity open, go to the folder you saved the Unity package to and double click it.
    [*:o70kr28x]Unity should pop up with a dialog asking if you want to import the assets, click import on the bottom right.
    [*:o70kr28x]Unity should now import the Spriter2Unity package and then automatically convert your SCML files to prefabs. The prefabs will be in the same folder as the SCML files.
    There's an example included which imports the GrayGuy character and animates him via Mecanim.
    I'm currently working on the in-code documentation to make it easier for other people to contribute. You are very welcome to fork the repository and create pull requests!
    If you have any questions feel free to ask them here. I'd appreciate it if bug reports would be done via GitHubs issue system (https://github.com/bonus2113/Spriter2Unity/issues), but I if you don't want to create a (free) GitHub account, this forum is fine as well.
    Changelist
    26th of June 2014:


    [*:o70kr28x]Fixed ZIndex Animation
    [*:o70kr28x]Added an example
    [*:o70kr28x]Implemented Sprite changing into the native Unity animations
  5. Like
    DarrenOl 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
     
     
     
  6. Like
    DarrenOl reacted to Mike at BrashMonkey in Animated GIFs work in the forums now.   
    Hi Everyone,
     
    I found the system setting to allow animated GIFs for avatars etc and have switched it on.  If your avatar isn't animating as it should, just choose to change the image in your user control panel and then re-upload it and it should then be animating as expected.
     
    cheers,
    Mike at BrashMonkey
  7. Like
    DarrenOl 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
  8. Like
    DarrenOl 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 ?
  9. Like
    DarrenOl 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.
  10. Like
    DarrenOl reacted to Gus in Which platforms would you like Spriter support on?   
    Unreal Engine 4
  11. Like
    DarrenOl 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?
  12. Like
    DarrenOl reacted to DaveThornton in steam linux?   
    is there going to be a linux version on steam? or is there a way i can download the pro for linux(i already purchased it on steam)?
  13. Like
    DarrenOl 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.
  14. Like
    DarrenOl 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.
  15. Like
    DarrenOl reacted to Celestient in Optimal use of Spriter and Construct   
    My question is simple this time. Is it better to combine all the animations in the game ever into one construct file, or make each entity that i create that is dissimilar (example: All humans in one animation and all monsters in the other) its own construct file?
  16. Like
    DarrenOl reacted to RunnerPack in Nomenclature question   
    Hi, Spriter team and community,
     
     
    I'm in the middle of writing an email to a friend, and I just realized I have no idea what to call the output of Spriter to differentiate it from other kinds of "sprites". Is there an official name or phrase for these besides the somewhat clunky-sounding "Spriter sprites"? Going by the blurb on the main Spriter page, I would assume it's "modular sprites", but I've never seen that actual phrase used anywhere.
     
    I was thinking something like "skeletal sprites", but that sounds more like something that's not finished yet, like the early stages of a sprite. Besides, not all "Modular sprites" use bones... Also, I'm not sure if we need to differentiate from the output of similar tools, like Spine, or just use a generic phrase that covers the whole concept, then differentiate using "Spriter <phrase>" vs. "Spine <phrase>" etc.
     
    Anyone want to weigh in on this one? Mike? Edgar?
  17. Like
    DarrenOl 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.
  18. Like
    DarrenOl reacted to Wenhao in How to use spriter in unity 4.6.x and 5.0   
    reading the litle. thank you reading my question and coach me. :-P
  19. Like
    DarrenOl 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
  20. Like
    DarrenOl reacted to milostnik in New Project Black Screen   
    Hey guys. 
     
    Had my eyes on Spriter for abit not and decided to download the Pro version through steam. 
     
    As soon as I downloaded it I have a problem, which hopefully you guys might be able to help me with. 
    I click Start "New Project", Select a folder and the canvas goes to black. I try to change the background color, nothing happens. I try importing a sprite from the top right. Nothing happens. I zoom in and out, no sprite on the screen. Any solutions or things Im going wrong? 

    Also I cant find where I get these free essential animation packs from since I've downloaded off Steam. Any clues? 
     
    thanks

    p.s
    I've just tried running this on my desktop (PC) and Steam keeps saying "Failed to start, app already running"? This includes trying to run it from desktop shortcut. 
     
    -A
  21. Like
    DarrenOl 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
  22. Like
    DarrenOl reacted to Threshroge in You think you could show a Photoshop-to-Spriter   
    Know that I apologize that the nature of this email is to "utilize monetary funds to acquire some sort of benefit", but I wanted to propose to anyone that if I offered seventy five usd for them to publicly post a photoshop-to-spriter  how-to-build-a-dont-starve-like-character-from-scratch tutorial that included them shifting from a blank page in photoshop to a finalized bone-laced structure in spriter so I could get forward on my game design, I think I would be very appreciated as well as the gaming design community.
    \
  23. Like
    DarrenOl 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.
     
     
     
  24. Like
    DarrenOl reacted to Dkiearth in Dark Dawn on Greenlit!   
    We have put our game in Greelight! who ever want's can check it and vote it! thank you very much for your time!
    http://steamcommunity.com/sharedfiles/filedetails/?id=434291348

    Here is a playable alpha demo in a game that am creating,
    game design, art and animations are made by me :) in the final version there will be over 20 different weapons ,the demo has only 5,
    any critique and feedback is more than welcome ,many things need fixing but anyway :)
    the animations are not made entirely with Spriter but a really good amount of them are.

    p.s. there a few animations that i used from the art packs, like the lighting and the blood splatters.
     
     


     
    Playable Demo
    https://dl.dropboxusercontent.com/u/5470697/Dark%20Demo%20INTRO/Dark%20Demo%20INTRO.html
  25. Like
    DarrenOl reacted to deadhorse in Spriter essentials   
    Ive recently purchased spriter pro and noticed on your site that  it includes 260 free spriter animations but I cannot  find them.I have been looking  around the  programme but  find no animations at all.
    so I am wondering if you can point  me in the  right direction for these
     
    I also noticed you can get spriter essentials are these the  same   as the free spriter animations  or different  if  they are different  can you   point me in the right direction to get these as well.
     
     
     
    thanks
×
×
  • Create New...