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LukeLanFaust

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  1. Like
    LukeLanFaust got a reaction from lucid in Linux, Mac, and Windows users, please test Spriter R5   
    I just tested it out on windows and seems to work great. The current mesh deformation feature never worked on my laptop before, but it does now!
  2. Like
    LukeLanFaust got a reaction from AlisaMesy in Spriter R4 Bug Thread   
    I downloaded the nixarn's example and I can confirm this is happening on my PC too. I'm using the current R4.1 version on windows 8.1.
     
    All I can assume is that it's trying to modify data that was left behind from the previous images.
     
    EDIT: I've narrowed it down. It only happens when there are absolutely no keyframes in the timeline. If you leave any keyframe, it will not happen. My guess is that it checks position 0 first (in an array or data structure?), but since there's no data to be parsed it'll freeze.
     
    Best of luck!
  3. Like
    LukeLanFaust reacted to lucid in Spriter Official Reference Implementations and Other Big News   
    Hi everyone,
    We're pleased to announce that at long last the wait for a fully featured and officially supported reference implementation for Spriter is at and end.
    The first two languages to receive officially supported, feature complete implementations are C# and C++.
    The C++ implementation is being created by myself, and should be ready for public testing in the very near future.
    For the C# implementation, we'd like to give a huge thanks to community member Loodakrawa for having created it, and for working with us to make it totally feature complete, officially supported C# reference implementation.  Loodakrawa was also nice enough to agree (and take the necessary steps) to change it's license to the zlib license, which is among the most permissive licenses available. This is the license all officially supported Spriter implementations will be released under. We encourage anyone who wants to port either implementation (or future released implementations) under the same license.
    In summary:

    It should be very easy to port to any language of your choice with a simple copy/paste, and edit.  Also, these will be easy to adapt to any game engine or authoring tool (There is an example in the C# implementation working in Monogame).
    Shortly after the release of the C++ implementation, we'll be working to port one of the two implementation to JavaScript.
    We're also pleased to announce we'll be working with the folks at ClickTeam to make sure Spriter is fully supported in their latest authoring system - Fusion 3 (not yet released).
    Similarly, we'll be working with Enterbrain, the creators of RPG Maker, to add Spriter support to their upcoming RPG Maker MV, which is already available for pre-order.
    Once these initial reference implementations are fully tested we'll also be contacting and working with the developers of as many popular authoring systems as possible to get full Spriter support ported to their respective packages as soon as possible, so please dive in and give these implementations a test spin. Please report any bugs with the C# version to Loodakrawa's thread. The sooner we make sure they're rock solid, the sooner full Spriter support becomes commonplace for all game developers. This is currently our top priority.
    In addition to this, we will be starting a thread in the near future of all ports, either complete or in the works. We will of course post any that we are directly involved with, but we encourage you to post in that thread to let us know if you're creating a port, or if it's already complete.
    While the community is helping us to test and perfect these current reference implementations, we'll be working on a Spriter update build, which will hopefully increase compatibility (most notably we'll be attempting to resolved issues with Retina Displays and Wacom input devices) as well as resolve some known bugs.
    As always, we greatly appreciate and are humbled by your patience and support during the long delay in meeting this critical milestone. Once this testing is complete, getting full Spriter support for any particular language or authoring system should be much easier and faster, even trivial.
    In the mean time, we definitely owe you an explanation for why the full implementation took so long:
    Our initial intent was to not only create a reference implementation which would support all of Spriter's current features, but which would also have the flexibility to support the substantial amount of future features we already have planned. Of course, the attempt to meet these goals necessitated fleshing out the requirements and nuances of the planned features, and taking time to make sure the structure of the reference implementation would leave the room and flexibility to easily incorporate them when the time came.
    This lead to a sort of tug of war, between the potential power and flexibility of the new features, the development time to finish the first release of the reference implementation, and the limits imposed by what the current Spriter data structure could accommodate.
    While grueling and time consuming, there was steady progress in many aspects of feature design, data handling routines, etc. The concepts and possibilities we discovered during this process were encouraging enough to postpone our eventual realization that unless we tweaked our approach and our actual goal, we'd be making too great a compromise, both imposing too long a wait on our users for support of the current features, and too great a compromise on the future flexibility of Spriter - with truncated versions of our new and powerful concepts shoehorned into compatibility with the current data structure.
    We realized the only reasonable thing to do was to break this initial goal into three separate goals, so that milestones useful to Spriter users could be reached much more quickly:
    Get support for all current Spriter features publicly released and available for all Spriter users ASAP. While this support is getting ported to as many languages and authoring systems as quickly as possible, work on an update build of Spriter, increasing compatibility and resolving as many known issues as possible. We'll also take this opportunity to add a couple of simple features specifically geared to improving work-flow. Once the update build(s) improve the current iteration of Spriter, we'll shift our focus back towards continuing where development of the future proof, uncompromising Spriter engine and data format left off. We've already made significant progress on this new core. It's a completely new design, and will be the foundation upon which we will build a new and improved Spriter, with a much more powerful and flexible feature-set. And with that, we'd like to announce our plans to develop Spriter 2. We can't disclose too much information about it or it's new features yet, but we can tell you that Spriter 2 Pro will be a free upgrade to all current Spriter Pro users. We will reveal more as things develop. Cheers!
  4. Like
    LukeLanFaust got a reaction from TristanFat in Spriter R4 Bug Thread   
    I downloaded the nixarn's example and I can confirm this is happening on my PC too. I'm using the current R4.1 version on windows 8.1.
     
    All I can assume is that it's trying to modify data that was left behind from the previous images.
     
    EDIT: I've narrowed it down. It only happens when there are absolutely no keyframes in the timeline. If you leave any keyframe, it will not happen. My guess is that it checks position 0 first (in an array or data structure?), but since there's no data to be parsed it'll freeze.
     
    Best of luck!
  5. Like
    LukeLanFaust got a reaction from lucid in Reference Implementation Status Update (10/18/2015)   
    The video might not seem like much at first, but I think everyone here can agree there's a ton of effort and heavily-formatted code behind this animation. (and formatting, readability, functionality, documentation...)
     
    Awesome work so far!
  6. Like
    LukeLanFaust reacted to lucid in Reference Implementation Status Update (10/18/2015)   
    Hello everyone.  Nothing too exciting yet, but here's a basic animation running in the test bed: https://youtu.be/v3JNlNzGgKQ
  7. Like
    LukeLanFaust got a reaction from tymn in Spriter R4 Bug Thread   
    I downloaded the nixarn's example and I can confirm this is happening on my PC too. I'm using the current R4.1 version on windows 8.1.
     
    All I can assume is that it's trying to modify data that was left behind from the previous images.
     
    EDIT: I've narrowed it down. It only happens when there are absolutely no keyframes in the timeline. If you leave any keyframe, it will not happen. My guess is that it checks position 0 first (in an array or data structure?), but since there's no data to be parsed it'll freeze.
     
    Best of luck!
  8. Like
    LukeLanFaust reacted to lucid in Reference Implementation Status Update (10/18/2015)   
    original post edited with 6/28 udpate
  9. Like
    LukeLanFaust got a reaction from JohnnyType in Spriter R4 Bug Thread   
    I downloaded the nixarn's example and I can confirm this is happening on my PC too. I'm using the current R4.1 version on windows 8.1.
     
    All I can assume is that it's trying to modify data that was left behind from the previous images.
     
    EDIT: I've narrowed it down. It only happens when there are absolutely no keyframes in the timeline. If you leave any keyframe, it will not happen. My guess is that it checks position 0 first (in an array or data structure?), but since there's no data to be parsed it'll freeze.
     
    Best of luck!
  10. Like
    LukeLanFaust got a reaction from salemakeupbq in Spriter R4 Bug Thread   
    I downloaded the nixarn's example and I can confirm this is happening on my PC too. I'm using the current R4.1 version on windows 8.1.
     
    All I can assume is that it's trying to modify data that was left behind from the previous images.
     
    EDIT: I've narrowed it down. It only happens when there are absolutely no keyframes in the timeline. If you leave any keyframe, it will not happen. My guess is that it checks position 0 first (in an array or data structure?), but since there's no data to be parsed it'll freeze.
     
    Best of luck!
  11. Like
    LukeLanFaust reacted to jaunusa in Please post feature suggestions here.   
    Would be nice to be able to swap with images from a atlas/spritesheet. Right click "replace selected sprite image" only works on images, not on images within an atlas.
  12. Like
    LukeLanFaust reacted to loudo in Please post feature suggestions here.   
    +1 
     
    In Blender, you can also press "R 180" to make a rotation of 180 degrees.
     
    A shortcut to quickly navigate through objects would be also nice instead of clicking on it.
  13. Like
    LukeLanFaust got a reaction from Asuqytrau in Spriter R4 Bug Thread   
    I downloaded the nixarn's example and I can confirm this is happening on my PC too. I'm using the current R4.1 version on windows 8.1.
     
    All I can assume is that it's trying to modify data that was left behind from the previous images.
     
    EDIT: I've narrowed it down. It only happens when there are absolutely no keyframes in the timeline. If you leave any keyframe, it will not happen. My guess is that it checks position 0 first (in an array or data structure?), but since there's no data to be parsed it'll freeze.
     
    Best of luck!
  14. Like
    LukeLanFaust got a reaction from JohnnyType in Luke Lan Faust's Thread   
    The first character was for a project that I've put on hold. It's the first animation I had made Spriter. It took me around six hours which is a really long time. This had nothing to do with Spriter, but just my lack of experience at the time. I've managed to improve my speed since then by doing some fanart, but it could be due to the bad habits I have with over tweaking values. Even though the final animation doesn't always turn out how I liked.
     
    I know how to use IK, but I find myself setting each bone individually a lot. I'm also really glad you can tweak values by scrolling over the object properties. It makes it so simple to do small adjustments.
     
    I'll be putting the images for this post in spoilers to make the post a little easier to navigate if more are added.
     
    My Art 
    This is art I've made so far.
     
    Mushroom Dash - (project discontinued)


     
    Fanart 
    Everything below is fanart for different indie games. I wanted to get better at animation and art, so I figured some fanart would help since I'm not used to using a graphics tablet or animating. I don't own any of the characters below this point, and a link to the games will be posted above each spoiler where you can play them and find more information about the developers.
     
    Ultra Hat Dimension - http://eniko.itch.io/uhd



     
    Birdsong - http://managore.itch.io/birdsong



     
    ChickenSword - http://chickensword.com/



     
    Advice 
    I'm still new to things, but this information might help others who are also learning about skeletal animation.
     



     
    Other 
     
    With the new API that's coming up, and the mesh deformation that's in development, I have a feeling animations are going to become easier to manage, since each limb segment won't have to be chopped up. And being able to use squash and stretch will make things even more fluid. Is there any estimate of how long after the API is done before we can use deformation in beta? Even if I couldn't save the deformation it would be awesome to test it out. :D
     
    EDIT: I saw a screenshot with something called skin mode in the suggestions thread, so I'll look into that to see if that's the deformation features.
     
    EDIT2: I found it, but it seems the image goes completely invisible when I double click it to change the points. Changing the image, or even after saving and loading it remains invisible. It seems I'll have to wait...
     
    Thanks for making Spriter, it's very easy to get the hang of it since there's really no learning curve.
  15. Like
    LukeLanFaust reacted to bwwd in Luke Lan Faust's Thread   
    I can honestly say that ths feature alone warrants buying new laptop or desktop pc, its really fantastic and spriter's price is a steal for what deformation feature can already do, spine costs a lot more and its deformation feature isnt really as good and you cant swap pictures when deforming like in spriter, also spriter mesh is already subdivided and in spine you have to do it yourself and add weights etc, it takes so much time.
    I only wsh it would be easier to deform single mesh with 2,3,4 or more bones, i know its possible cause i did it once but its hard to do, you have to place your mesh in particular way also if i will use multiple bones on one mesh then second bone cant have as many deformation points as first bone for some reason, cant add vertical lines, so currently im avoiding using multiple bones on one mesh, its possible but not as efficient as having separate meshes..
    Well i actually tried multiple bones now and it worked, but your picture needs to be in horizontal position, otherwise it wont create new segments for other bones.

    This is what i mean by not being able to create vertical lines , only first segment can have them cause new segments dont have left-right arrows to do it and you can create only one segment for bone  

  16. Like
    LukeLanFaust reacted to bwwd in Luke Lan Faust's Thread   
    No problem with skins in your project at all, i can create new ones and i can modify them add points and all, and i can see the one you created.
    I think you should change your graphics card driver to some older one, try a couple of them , that could help, it helped me with some issues before.Because if my files were invisible then it has to be something with openGL in your system.
    Did you tried disable openGL in spriter menu ?

  17. Like
    LukeLanFaust reacted to Mike at BrashMonkey in Luke Lan Faust's Thread   
    Maybe send your Spriter project to bwwd and he can see if it shows up properly on his end?  Also, you should compare other aspects of your projects, like how big are the images you're using?
     
    cheers.
     
    -Mike at BrashMonkey
  18. Like
    LukeLanFaust reacted to bwwd in Luke Lan Faust's Thread   
    It works fine for me, sometimes when im zoomed in my skin mesh disappears during setting up points, i hae to zoom out a lot and image appears again, then i continue setting up points.
    Im using deformation in this project:
    https://drive.google.com/file/d/0B8RnYSep1u_YZlJBNF9kd3RUazA/view?usp=sharing
    You can test if its visible for you after opening.
  19. Like
    LukeLanFaust reacted to lucid in Reference Implementation Status Update (10/18/2015)   
    original post edited with 5/31 update 
  20. Like
    LukeLanFaust reacted to bwwd in Luke Lan Faust's Thread   
    just zoom out and image will be visible again in skin mode, it works great for me i dont have any big complaints about it and i hope it wont be changed drastically because its better than deformation feature in spine.
  21. Like
    LukeLanFaust got a reaction from DarrenOl in Luke Lan Faust's Thread   
    The first character was for a project that I've put on hold. It's the first animation I had made Spriter. It took me around six hours which is a really long time. This had nothing to do with Spriter, but just my lack of experience at the time. I've managed to improve my speed since then by doing some fanart, but it could be due to the bad habits I have with over tweaking values. Even though the final animation doesn't always turn out how I liked.
     
    I know how to use IK, but I find myself setting each bone individually a lot. I'm also really glad you can tweak values by scrolling over the object properties. It makes it so simple to do small adjustments.
     
    I'll be putting the images for this post in spoilers to make the post a little easier to navigate if more are added.
     
    My Art 
    This is art I've made so far.
     
    Mushroom Dash - (project discontinued)


     
    Fanart 
    Everything below is fanart for different indie games. I wanted to get better at animation and art, so I figured some fanart would help since I'm not used to using a graphics tablet or animating. I don't own any of the characters below this point, and a link to the games will be posted above each spoiler where you can play them and find more information about the developers.
     
    Ultra Hat Dimension - http://eniko.itch.io/uhd



     
    Birdsong - http://managore.itch.io/birdsong



     
    ChickenSword - http://chickensword.com/



     
    Advice 
    I'm still new to things, but this information might help others who are also learning about skeletal animation.
     



     
    Other 
     
    With the new API that's coming up, and the mesh deformation that's in development, I have a feeling animations are going to become easier to manage, since each limb segment won't have to be chopped up. And being able to use squash and stretch will make things even more fluid. Is there any estimate of how long after the API is done before we can use deformation in beta? Even if I couldn't save the deformation it would be awesome to test it out. :D
     
    EDIT: I saw a screenshot with something called skin mode in the suggestions thread, so I'll look into that to see if that's the deformation features.
     
    EDIT2: I found it, but it seems the image goes completely invisible when I double click it to change the points. Changing the image, or even after saving and loading it remains invisible. It seems I'll have to wait...
     
    Thanks for making Spriter, it's very easy to get the hang of it since there's really no learning curve.
  22. Like
    LukeLanFaust reacted to Mike at BrashMonkey in Luke Lan Faust's Thread   
    Great looking stuff LukeLanFaust!
     
    Skin mode as it currently stands is just place-holder proof of concept, with known bugs that wont be fixed, because it will be completely replaced with a better deforming feature, but that's still at least several months away.
     
    Cheers.
     
    -Mike at BrashMonkey
  23. Like
    LukeLanFaust reacted to nixarn in Spriter R4 Bug Thread   
    Hey, so here's a bug:
     
    Download https://dl.dropboxusercontent.com/u/222489/spriter-project.zipthen select all keyframes and press delete, then drag any image to the scene => Boom! It crashes. Happens in all versions we tested.
     
    And here's the bug in action: https://dl.dropboxusercontent.com/u/222489/spriterbug.mov
     
    Niklas
     
    PS. Check out Crazy Kings ( www.wooga.com/games/crazykings/ ) - user Spriter for animations!
  24. Like
    LukeLanFaust reacted to lucid in Reference Implementation Status Update (10/18/2015)   
    (update 10/18/2015) The first official reference implementation is ready for testing. More information here.
  25. Like
    LukeLanFaust reacted to lucid in Reference Implementation Status Update (10/18/2015)   
    original post edited with 5/24 update
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