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JohnnyType

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  1. Like
    JohnnyType reacted to ciaps in Spriter eating up too much RAM   
    Hi all,
     
    first of all congrats for this great tool, it's coming along a bit slowly, but overall it's a great tool.
     
    I have a problem with Spriter Pro related with RAM usage: on my Windows 7 machine with 16 Gb of RAM, after I open 1 scml file of about 250 Kb in size each, the memory usage of Spriter Pro goes up to 600MB. When I open another file, it doubles up to 1.2 Gb. When I open a third file, it goes close to 2 Gb and it becomes heavily instable.
     
    I basically have to close the program and open it again for every file that I load. Is that normal? I tried both with enabling and disabling OpenGL, nothing changes.
     
    Thank you for your time, and keep up the good work!
     
    ciaps
     
     
  2. Like
    JohnnyType reacted to aiat_gamer in How to delete/change a bone   
    Is there any way to change a specific child bone after I have assigned a sprite to it? Right now when I try to move to re-size the bone it changes  the sprite it is assigned to. 
  3. Like
    JohnnyType reacted to lowly pet in How to create smooth bend of arm with one image and bones   
    Hi, I was wondering how I could use one art image and add multiple bones to bend the arm or legs.
     
    like this for example:
    https://youtu.be/H_Sy5AUObso?t=1m14s 
    Is it possible? Thanks for your time.
  4. Like
    JohnnyType reacted to dfcastelao in Problems with Wacom mouse   
    Hi guys,
     
    I've found some problems using a Wacom Graphire 3 mouse with Spriter Pro 4.1 (Windows version). It completely ignores left button clicks on the UI. It only happens with the Wacom mouse. Other mouses and the Wacom pen works flawlessly.
     
    Looking for a workaround, I've found out that this is a known issue of the Qt 4 framework (https://bugreports.qt.io/browse/QTBUG-6127), that Spriter uses. This bug was marked as solved for Qt 5.2, so I was wondering if there is some chance of getting Spriter updated to use Qt 5 libraries instead.
     
    Being Spriter a (superb) graphic tool, my bet is that there are some other Wacom users with the same problem too :wink:
  5. Like
    JohnnyType reacted to ruberboy in My Spriter works   
    Hi all.
    Just learning the program (about one week using it, but learned using it in a day or two ;) ).
    I just do animations for practice, not for a game or something just because I've been drawing and doing 3d a lot... animation is a natural expansion. Let's see what I get from the program.
    Two robot animations (Idle and slide), (cheap I know, this was on the first day of using the program).


    And this one is an RPG child I did (very wip), actually never did any rpg related stuff so its new for me. If enough time given to painting I think you can get quite good results. WIP. (almost 1 mb gif LOL). Its incredible that it actually looks more 3d hand painted than 2d paint because of the smooth anim :D (thanks to spriter!).

    Soon, more! As I have more crappy attempts not good enough :D
    PD: is there any way of exporting pngs without alpha?. Gimp forces you to destroy alpha to create a gif that's visible, well next time I'll use the forum background color :D
  6. Like
    JohnnyType reacted to DrPig in Images Randomly Go Missing   
    Hello, I recently got Spriter Pro on Steam and started using but this "bug" is completely preventing me from working on stuff. Sometimes, a random image (has already been placed and has been working correctly) disappears and the big red "Image Missing" box pops up. I have no idea what is causing this. 
    In this case, the hand on my character is missing. Before it was one of the fingers, and another time it was everything except for a few things.
  7. Like
    JohnnyType reacted to JekelSkaz in Spriter for JavaScript and Pixi.js / Phaser   
    Hello. How can I use the finished animation in my project on phaser (pixi.js / javascript) ??? I save the animation in three files, atlas.png, atlas.json, skeleton.scon. Thank U
  8. Like
    JohnnyType reacted to LennardF1989 in Reusability of animations on similar skeletons possible?   
    I've been playing with the free version for some time, contemplating also getting the Humble Bundle deal. As a developer with a 3D background, it's a common thing to share skeletons so animations you make for one model also work on the other (keeping proportions or rescaling the bones).
     
    I was wondering if such a thing is possible in Spiner? Note that I don't mean a simple texture-swap, I mean an actual different model that shares the same skeleton but might have subtle differences and without having to animate this character, I can just apply an existing animation on top of it. Or if it is possible in theory, but that it comes down to the runtime (eg. Unity) to solve that problem? Another thing I was wondering about is the image-warping, did it get any love since the latest videos circling around on the web showcasing this?
     
    Also - I'm seeing things about plugins and API's - does that mean the editor itself is extendable?
     
    I'm also familiar with Spine2D, and the thing I already like more about Spriter is the fact I can have animations in animations, and also multiple projects. If reusability of animations is a thing, this would be a total win win over Spine for me.
  9. Like
    JohnnyType reacted to loodakrawa in Multiple timeline keys with same time   
    Hi, I found a scenario where some of the timeline keys get doubled. For example:
     
      <entity id="0" name="entity_000">        <obj_info name="bone_001" type="bone" w="718.421" h="10"/>        <animation id="0" name="Idle" length="1000" interval="100">            <mainline>                <key id="0">                    <bone_ref id="0" timeline="0" key="0"/>                    <object_ref id="0" parent="0" timeline="1" key="1" z_index="0"/>                </key>                <key id="1" time="500">                    <bone_ref id="0" timeline="0" key="0"/>                    <object_ref id="0" parent="0" timeline="1" key="3" z_index="0"/>                </key>            </mainline>            <timeline id="0" obj="0" name="bone_001" object_type="bone">                <key id="0" spin="0">                    <bone x="363.157895" y="5.263158" angle="180"/>                </key>            </timeline>            <timeline id="1" name="torso-armor">                <key id="0" spin="0">                    <object folder="0" file="2" x="388.164529" y="7.931817" angle="180"/>                </key>                <key id="1" spin="0">                    <object folder="0" file="2" x="-57.894737" y="-67.105263" angle="180"/>                </key>                <key id="2" time="500" spin="0">                    <object folder="0" file="2" x="-57.895" y="-67.105144" pivot_x="0.947577" pivot_y="0.701754" angle="180"/>                </key>                <key id="3" time="500" spin="0">                    <object folder="0" file="2" x="388.164266" y="7.931936" pivot_x="0.506371" pivot_y="0.537199" angle="180"/>                </key>            </timeline>        </animation>    </entity> The object_ref references the keys 1 and 3 only but the timeline actually has 4 keys, two at 0 time and two at 500 time. Is this a bug or did I miss something in the documentation? If this is not a bug, how to handle it in the implementation?

    Steps to reproduce:
    1. Create a bone
    2. Add a sprite and attach it to the bone
    3. Create a new keyframe
    4. Move the pivot point of the sprite in the new keyframe
  10. Like
    JohnnyType reacted to Morgrav in Proper Sprite Sheet Practices?   
    I'm brand new to Spriter.  I have some animation experience, but none when it comes to exporting loops for games.
     
    What is the proper way to layout sprite sheets?  I curently have a walk cycle that exports 31 frames at 24 frames per second.  I exported to a 2048 sheet in a 6 x 6 grid.  I have 5 blank positions.
     
    The character itself is about 300 by 300 pixels.  I'm hoping to be able to zoom in quite close.  Is this too large for a character sprite?
     
    This is a relatively short loop.  How do I aproach sprite sheets for longer animations, say for a 5 or 6 second idle animation? 
     
    Currently each short cycle has its own page and runs left to right consecutively down the page, but I've seen some sprite sheets that contain more than one cycle and run left to right for each, making a long horizontal file.  Is one way preferred over the other?  Does the dimension of the sheet itself matter?
     
    What's the proper way to aproach this? I'm hoping to eventually use these in Unity. I am aware there is a direct importer available, but would still like to understand the proper sprite sheet practise.
     
    Apologies if these are silly questions.  I've never done this before.
     
     
  11. Like
    JohnnyType reacted to lorey in Grouping assets in the hierarchy panel   
    Hi,
     
    I think being able to "group" the assets in the hierarchy panel would be a nifty feature!
    Sorry if this already exists or this suggestion has been made before.
  12. Like
    JohnnyType reacted to BreakfastBrew in Bug: Window Null?   
    If you look at my Z-Order window everything is just plain gone. Nothing is displayed and the same thing happens in the hierarchy window.  This is causing Spriter to crash if I attempt to add a sprite image to the scene, move any sprites, anything at all and spriter will just close.  Additionally I have upgraded to pro recently and opening any projects will still run in essentials.
  13. Like
    JohnnyType reacted to DanaLovesVidya in Bug: Object Properties unusable on Windows 8.1 Surface Pro 3   
    I can't use scaleX or other tools in the object properties because it looks like this: http://gyazo.com/46c23ec2208ffd19c58637c758b8bd3e
     
    Is this a known bug?  How can I fix this?  I just got the software and it's a bit frustrating not being able to use it even just to follow the tutorials.
  14. Like
    JohnnyType reacted to cturner26 in Frames wont extract/Create sprite sheet   
    Hello , 

    I am new to Spriter ( Thank you humble bundle! )

    Everything has been working fine , but today for some reason when I go to extract my animations to a sprite sheet it shows it creating the sheet like normal loads all the frames etc yada yada yada...but then the file/sprite sheet is not created. I have double checked my destination path and tried multiple names , I also typed .PNG at the end myself just in case. 

    Any idea what would cause this or am I doing something wrong? 

    Thank you! 
  15. Like
    JohnnyType reacted to Mike at BrashMonkey in Small Example Spriter (scml) files for the metadata features.   
    Hi everyone,
     
    Here are a handful of example Spriter files specifically with some metadata set up in the animations for those working on implementations who want to include support for the metadata.
     
    1) Variables: This scml uses a string type Variable in the main metadata to keep track of the current letter that's being displayed by the robot.
     
    https://www.dropbox.com/s/65vow8a63efaiee/Variable.zip?dl=0
     
     
    2) BoxTagVariable: This scml Includes the following important metadata related things:
    The Slide animation uses a numeric(float) based variable in the main metadata which could be used to control the x-velocity of the character in the game engine. Ideally, the value would tween between key-frames which have a different value set for the x-velocity variable.  
    The Punch has a Collision box called "AttackBox" which itself has a numeric value set up in its private metadata to keep track of the current damage the hitbox should inflict on enemies. The value should tween between keyframes.  
    The Punch animation also includes a tag in the main metadata which is used as "state machine data" to tell the game engine whether or not the character is currently "stuck in a move" (can not respond to player input) or not. https://www.dropbox.com/s/es3e406n6qkg7n9/BoxTagVariable.zip?dl=0
     
     
    3) PointsTriggers: This Spriter file has the following metadata examples:

    1) Both the "throw_knife" and the "throw_axe" animations have action points that appear at the apropriate part of the animation, which should give the game engine the spawning location and angle at which to create the projectile sprites.

    2) Both of the animations also include triggers ("ThrowKnife" and "ThrowAxe") at the same moment the action points appear to tell the game engine to spawn the projectiles at that exact moment.
     
    https://www.dropbox.com/s/j1x423529nbl0mq/PointsTriggers.zip?dl=0
     
    cheers,
    Mike at BrashMonkey
  16. Like
    JohnnyType reacted to Bail in Converting files to scorn / scml ?   
    I couldn't find anything on Google that converted png/gif/psd/ai/jpeg/bmp/tiff etc to scorn or scml. Then again, I wasn't looking THAT hard, so I'm guessing that nearly everyone Spriter Pro can help.
  17. Like
    JohnnyType reacted to philipmangione in Can I get the Essentials without using Steam?   
    Hi,
     
    I am an early kickstarter backer and only downloaded Spriter today (4.1). I was waiting for it to mature a bit before trying it out.
    I got the standalone version, not the Steam version.
    How can I download the essental art packs? Both existing and future ones?
     
    Thank you!
     
     
  18. Like
    JohnnyType reacted to eappareo in Using Spriter animations in android apps   
    Hello dear Spriter community! 
     
    I want to develop an android app which contains 2d character animations. Simple example: When the user starts the app, a 2d character is shown which is moving slightly. The character reacts according to user input (e.g. clicking on the character would make the character smile, physical movement of the user would be tracked and leads to a moving character). The user has to entry some information (e.g. weight and there would be a statistic). It is not really a game, but it uses game design elements. 
     
    I have experiences in developing android apps (I use Android Studio and Java), but I am very new to animations. That's why I would be very grateful if you could answer me the following questions: 
    Is it possible to use Spriter animations in Android Studio? Are there any APIs for Java/Android? What do I need to run Spriter animations in Java? Do you think that I should use a game engine? I am not sure if it would be too overweight. Which one would be good? Libgdx or Cocos2d or something else?  Is it correct that I can programmatically address Spriter animations when I use for example Libgdx?  I have already used the "search"-functionality of this forum. I am sorry, if my question is very basic, nevertheless I would be very grateful if anyone could give me a hint. 
     
    Thank you very much! 
     
    Best regards! 
     
    Eva
  19. Like
    JohnnyType reacted to Mike at BrashMonkey in (EXPIRED) A great chance to grab Spriter Pro and lots of other game dev goodies.   
    NOTE: This humble bundle sale has ended.
     
    Hi Everyone,
     
    Make sure you take a look at the current Humble Bundle, especially what you get for 12 dollars or more ;)
     
    https://www.humblebundle.com/
     
    Cheers,
    Mike at BrashMonkey
  20. Like
    JohnnyType reacted to Gus in Plugin for Unreal Engine 4   
    Any hope for a Unreal Engine 4 plugin?
  21. Like
    JohnnyType reacted to Silpheed in Spriter for Game Maker: Studio   
    Hello everyone,
    I'm am aspiring game developer that loves the interface provided by Spriter. However, it seems there is no up-to-date model for Game Maker: Studio support. I know there are a few outdated APIs out there (notably icuurd's implementation seen here), but I am aiming to provide a current model. I am aware that Edgar is hard at work with the reference implementation, but I simply can't wait! I'm going to try and release a program for use until the update is pushed.
     
    So I'm creating this thread as a sort of devlog. I've yet to break any serious ground (most of my efforts have been researching what needs to be done), so I'll begin by asking the community:
     
    Has anyone done this already?
     
    Any amount of work done would be largely appreciated.
     
    As of now my goal is to simply transcribe Spriter's JSON output (along with an atlas file) into a form that GMS will recognize as a Spine file. This will allow access to the valuable skeleton_ family of functions provided in GMS.
     
    As I'm writing this, it's already fast approaching 4:10am. I'll be out of town tomorrow evening but I plan to have my first chunk of work/programming done by the end of this weekend. Expect another post by then.
     
    In the meantime, please offer any ideas, crticisms, or questions you have.
     
    Thanks.
  22. Like
    JohnnyType reacted to NowSayPillow in Multiple Keys with the same timestamp in timeline   
    As you can see in the following timeline for what's supposed to be a bed falling from the sky, bouncing, and landing I've got multiple keys with the exact same time stamp. Your spriter program seems to know exactly what to do with this information but anytime I load it into my project I get glitches because it *always* grabs the first key that matches the timeline, but that key isn't necessarily the correct one -- actually, it /usually/ isn't.  To make matters worse if I go into the file and modify it manually I can fix it. But then every-time our artists changes the file I have to jump through the hoops again.
     
    My questions: Why does this happen? Is this supposed to happen? If not, how do I avoid it in the future? If it is, then how do I go about selecting the "correct" key?
     
    Thanks
     
    -- Geoff
    <timeline id="35" name="bed"> <key id="0" spin="0"> <object folder="1" file="0" x="111" y="1500" angle="0"/> </key> <key id="1" time="44" spin="0"> <object folder="1" file="0" x="111" y="1500" angle="0"/> </key> <key id="2" time="149" spin="0"> <object folder="1" file="0" x="111" y="1500" angle="0"/> </key> <key id="3" time="199" spin="0"> <object folder="1" file="0" x="111" y="1500" angle="0"/> </key> <key id="4" time="249" spin="0"> <object folder="1" file="0" x="111" y="1500" angle="0"/> </key> <key id="5" time="299" spin="0"> <object folder="1" file="0" x="111" y="1500" angle="0"/> </key> <key id="6" time="351" spin="0"> <object folder="1" file="0" x="111" y="1500" angle="0"/> </key> <key id="7" time="398" spin="0"> <object folder="1" file="0" x="111" y="1500" angle="0"/> </key> <key id="8" time="439" spin="0"> <object folder="1" file="0" x="111" y="1500" angle="0"/> </key> <key id="9" time="499" spin="0"> <object folder="1" file="0" x="111" y="1500" angle="0"/> </key> <key id="10" time="549" spin="0"> <object folder="1" file="0" x="111" y="1500" angle="0"/> </key> <key id="11" time="2305" spin="0"> <object folder="1" file="0" x="111" y="1500" angle="0"/> </key> <key id="12" time="3014" spin="0"> <object folder="1" file="0" x="111.000239" y="1499.999933" pivot_x="0" pivot_y="1" angle="0"/> </key> <key id="13" time="3014"> <object folder="1" file="0" x="365.388731" y="1365.537347" pivot_x="0.495884" pivot_y="0.347269" angle="0"/> </key> <key id="14" time="3375"> <object folder="1" file="0" x="355.061939" y="-47.96479" pivot_x="0.495884" pivot_y="0.347269" angle="10.025348"/> </key> <key id="15" time="3375" spin="-1"> <object folder="1" file="0" x="135.068468" y="-126.580453" pivot_x="0.046917" pivot_y="0.157376" angle="10.025348"/> </key> <key id="16" time="3607" spin="-1"> <object folder="1" file="0" x="133.297382" y="-49.772419" angle="355.753348"/> </key> <key id="17" time="3607" spin="-1"> <object folder="1" file="0" x="122.148717" y="125.113834" angle="355.753348"/> </key> <key id="18" time="3796"> <object folder="1" file="0" x="137.785772" y="105.939726" pivot_x="0" pivot_y="1" angle="352.726103"/> </key> <key id="19" time="3993"> <object folder="1" file="0" x="97.414938" y="96.94195" pivot_x="0" pivot_y="1" angle="4.543949"/> </key> <key id="20" time="3993" spin="-1"> <object folder="1" file="0" x="587.305237" y="-45.931673" pivot_x="0.929886" pivot_y="0.120216" angle="4.543949"/> </key> <key id="21" time="4132" spin="-1"> <object folder="1" file="0" x="588.031518" y="-134.235504" angle="0"/> </key> <key id="22" time="4132" spin="0"> <object folder="1" file="0" x="111" y="47" angle="0"/> </key> </timeline>
  23. Like
    JohnnyType reacted to ilimi in Character maps don't work in Construct 2   
    Hello!
    Once exported to Construct 2 character maps don't work.
    Spriter: B 8_1
    Construct 2: beta r169
    Spriter Plugin: scml-5-20-14
    Help!
  24. Like
    JohnnyType reacted to shibekin69 in Expand timeline easing feature?   
    Hi,
     
    I noticed that for some implementations of Spriter, things are not kept up to date anymore, like with the Haxe implementations, I don't see the timeline easing implemented. Is there a way (or maybe this can be a new feature) to be able to add frames to an animation into the number of frames desired with easing applied? For example: If an eased animation has two frames, and I'd like to easily add 6 frames in between with the proper easing movements applied on the sprite parts and keyframe positioning so this easing feature is still useful for those whose platforms are not too actively supported at the moment?
  25. Like
    JohnnyType reacted to Kaptain in Question About Character Mapping   
    Hey, 
     
     
     
     
    Throughout my experience with trying to fiddle with game development I've always ran into one problem, and that's picking up all sorts of equipment, and drawing all different combinations of the equipment on the character. I've been using the free version of Spriter for two days now, and when I saw character mapping I got really excited. This is a feature that does specifically what I have been trying to do for years, but makes it so much easier. So this kinda locked in my decision to buy Spriter pro. BUT! I still foresee a problem. I'm using Gamemaker, and I import my animations using sprite sheets. If I buy Spriter Pro and use character mapping, won't I still have to import a new sprite sheet for every single combination of equipment? Once the character makes it to Gamemaker he is a single entity, I can't just replace his chest piece, because there is no chest piece. I have to replace his chest in Spriter and export another sprite sheet. But this would be terribly tedious, as I would then have to make walking, running, and attacking sprite sheets for every combination of equipment resulting in probably hundreds of sprite sheets for a single character... So.. Whats the solution? Do I have to use a program that supports spriter or... What? :O
     
    Thanks in advance 
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