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JohnnyType

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  1. Like
    JohnnyType 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
     
     
     
  2. Like
    JohnnyType reacted to Jonjon in I'm down for more features in Spriter, but right now it doesn't work at all in Unity   
    It would be nice to actually finish a program that actually works with transferring animation data to Unity besides just sprite sheets, without all of these errors. I don't see a point in spending all this time working on more features within Spriter when the only place we can actually use them is in Spriter. I've had this program for a whole year and have been unable to properly transfer this stuff to Unity or any other program unless I only did Sprite Sheets. Yea, the plugin KIND of transfers animation data, but it gives me tons of errors, gets shit wrong, and it's basically impossible to work with. The latest update to the plugin, and the old one I have, do not work with Unity 5 at all right now. It keeps giving me this error called "Unknown character n" or something and doesn't attempt to make a prefab, not even a broken one, just nothing happens.
  3. Like
    JohnnyType reacted to Jonjon in In game weapon switching?   
    So I'm having a programmer help me make a 2D side scrolling action game.

    He sent me this.
     

    He told me he mainly does 3D animation and doesn't really do 2D animation. So right now I have the Spriter2Unity plugin, back when that was its official name. Now I see it's been updated in April called Spriter2UnityDX 1.0.3 . If I read it correctly, does it allow me to keep the sword in the guy's hand? Because right now the programmer is asking me to delete the sword from every single animation... or can I just delete the sword picture files from the folder and let it just leave the bone behind or whatever data was attached to the sword being attached to the bone? Besides the custom animations I made, its the same exact Run n Gun platformer purple mega man guy.

    So do I need to delete the sword, or can the sword be kept in, and he can use one of these plugins plus some code to be able to swap his default sword with other swords in game when the player gets enough points in-game to upgrade, or swaps it out in some menu?

    Same goes for the rest of the body parts. Is the only way to change the appearance of the character in Unity to make other selectable characters, or what? This guy is extremely experienced in making games in general, but I'm not sure if he's just missing something that we can do in Unity with the Spriter plugin and stuff.

    Please contact me ASAP on Skype, JonHarv, if you know the answer. Thanks.
  4. Like
    JohnnyType reacted to Pikarus in Python implementation?   
    Is there any working Python implementation yet?
    EDIT: I might attempt my own implementation soon, but I am still curious how others are doing it either in python if anyone else has been working on that or in other languages.
  5. Like
    JohnnyType reacted to FrankenKlumpp in Frustrating moment to moment Fixes   
    Hey there!
     
    Just wanted to first up, just say thanks for an incredible piece of software. Downloaded yesterday, and it is just so efficient for creating new animation, has really optimized my game asset pipeline. My life so much better now, so thank you!
     
    That said, there are a few things that I would really love that would make the software just perfect:
     
    1. An option to change the size of the gizmos. (ie, increase the size of the rotation control zone, and the visual/selection size of the bones). At the moment, I am losing so much time trying to select the bones to put keyframes on, and its driving me crazy! lol. In maya, to change the size of all gizmos they just use the - / + keys.
     
    2. Whenever I select a key frame in the editor a little picture of the graph (stepped / linear etc) comes up. This is also a really frustrating feature. I understand why it is there, but I would love the option to turn it off, or to be honest, not see it at all (especially as you can right click on the keyframe to see what it is!). 
    It makes it so hard to move quickly through the timeline, and adds a lot of frustration as you have to wait for it to disappear before clicking a keyframe right beside it to the right.
    https://www.dropbox.com/s/m3c6nsv4lzs62kg/Untitled-1.jpg?dl=0
     
    3. A simple way to clean up the main timeline of keyframes where they don't correspond to any of the keyframes on the asset timeline.
    https://www.dropbox.com/s/0upblbvbv4h4l7c/Untitled-2.jpg?dl=0
     
    4. I would really love a way to organise the timeline hierarchy as I see fit, so I can organise it mentally as it makes sense. Ie, put arms with arms, have the head on the top etc.
    https://www.dropbox.com/s/4qkf7wgsyeb7f8w/Untitled-3.jpg?dl=0
     
    Again, thanks for everything so far, and I hope I have posted this in the right place. I look forward to hearing back from you :D
  6. Like
    JohnnyType reacted to loudo in artist needed   
    Hi,
     
    Need an artist to polish my animations by adding sword trails, fire effects, ice effects and other special effects.
     
    The artist need to draw and animate on Spriter.
     
    Sample of the animations of my game.
     
    Not too much work to do but paid work.
    Hope you will be interested to join.
     
    Cheers !
  7. Like
    JohnnyType reacted to Owlet in Layers   
    Hello everybody!
     
    I am currently looking for the best way to animate a flying fly in Spriter and came up with a couple of questions.
     
    1) Is there a way to animate different parts of the fly in different time lengths? I need to animate wings in a loop of repeating 0.1s and the rest of the fly animation in 1.5s. Is there a way to animate wings (no movement, just switching between different blurred images quickly) and make it a loop so I do not have to copy paste it manually a lot of times for each animation?
     
    2) Is there a way to select a group of keyframes, copy and paste them or do I need to do it manually for each frame?
     
    Thanks  ^_^
  8. Like
    JohnnyType reacted to Jonjon in How is the Unreal Engine 4 plugin coming along?   
    Because I'm dying for it.
  9. Like
    JohnnyType reacted to LukeLanFaust 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
    JohnnyType reacted to Nagval333 in Need a Help (transformation and Light effects)   
    Hi! I bought Spriter few months ago, and looked basic tutorials on your Youtube channel.
    But I still have a lot of questions (Its my first acquaintance with animation tools): 1) Is it possible, if yes, how can I create transformation from one image to another (from circle to square) 2) Is there some tutorials about basics of some Light effects (Like in your pack for example).
  11. Like
    JohnnyType reacted to tekkendp in Spriter, Construct 2 and playing anims in reverse   
    Hello,
     
    Is it possible to play animations in reverse in construct 2? For example, having a character walk forward with the animation as normal. When the character walks backwards, the walk cycle is played backwards.
     
    Thanks.
  12. Like
    JohnnyType reacted to Malakyas in Calling animations using Keyboard object.   
    Everytime I try to call a animation using this kind of event the spriter animations keeps paused on the first frame. Could anyone help me with that?
  13. Like
    JohnnyType reacted to loudo in Copy/paste   
    Well, I don't know if there is an efficient way to achieve that.
    Let's say I have an object on a timeline and I want to add an other object, I only have to drag and drop the file on the frame I want to add it.
    But then, I want a new occurence of this object in an other frame, is it possible to only copy and paste instead of drag and drop it again ?
     
    I tried to copy/paste but it seems that it also copy/paste the first object.
     
    So I would like to copy/paste only one object.
     
    EDIT : the key all and the key selected buttons don't create a frame for objects with empty frame when there is already a frame of an object.
  14. Like
    JohnnyType reacted to clover_lawn in Can only open spriter once...   
    Hi. 
    I've been having this problem since the previous update and the current one (Spriter_r4_1). 
    I can open and work normally with it, but if I close it, or crashes, or change project, then I can't open the software again. For it to re open I have to restart the computer and I find very unpractical. 
    On Windows task manager the process appears (more than once if I try to open it multiple times) but even ending the process (or process tree) I still can't open it. 
    Am I doing something wrong? 
  15. Like
    JohnnyType 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.
  16. Like
    JohnnyType reacted to siba2893 in Spriter with LibGDX?   
    Hi people, I'm trying to make a 2D platformer with LibGDX, is it possible to integrate Spriter animations with this game engine? I'll be waiting your answers, Thanks.
    :D :D :D
  17. Like
    JohnnyType 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!

  18. Like
    JohnnyType reacted to chokobanana in Add bones to a photo   
    I'm completely new to this.
    Is it possible to add bones to a photograph, like the one cat below and then animate its tail so it's moving? (Add a long bone to the tail and bend it) Or am I required to cut the cat into pieces and animate each piece? (Cut the tail into 10 images)
     
    http://uk.frontline.com/Style%20Library/images/contact_us_cat.png
     
    Is there a tutorial that shows how this is done?
     
    Regards,
    Daniel
  19. Like
    JohnnyType 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,
  20. Like
    JohnnyType reacted to cseder in I didn't get any "light" versions of all the different sprite packs...   
    I've purchased the Pro version through Steam, and even though you offered the same bate back then, I did not receive any "stripped down" sprite-packs with my download. Should be put in a separate DLC in any case...
    :geek:
  21. Like
    JohnnyType 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
     
     
     

  22. Like
    JohnnyType reacted to randomdood in Newbie Question: Steam Version vs Non-Steam   
    Hello my fellow 2d animators. Quick question:
     
    I was browsing steam, saw the sale for spriter, looked it up, thought the program was interesting because it follows my work flow. My question is however, is there a differance in the how the steam version handles licensing and restrictions? If I get the steam version, is it just like a normal program and I'm just buying it from steam, or am I required to launch it through steam or have steam running running in order to use it? If its the former, will I get a program key that will work with the normal version?
  23. Like
    JohnnyType reacted to adzl in Shuff-a-ball on Google Play   
    I've just released the game Shuff-a-ball on Google Play for Android, it's an arcade pinball style game.
     
    The game doesn't use too much animations, but I used the coin pickups from the RunNGunPlatfortmerPack_Essentials, I changed them a little which was really easy to do.
    I also used the bonus animations when a ball hits a coin.
     
    here is a link to the game
    https://play.google.com/store/apps/details?id=com.adzl.shuffaball
     
    or a video of it in action

     
    adzl
  24. Like
    JohnnyType reacted to mng in Images developing jagged strokes   
    I've just started using Spriter to animate my Inkscape images. I've experienced an odd problem. If I rotate or scale an image a few times, the stroke on it becomes jagged,I also lose the ability to rotate any of my images. I can click on them and they get an outline but there is no handle to rotate them.
  25. Like
    JohnnyType 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.
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