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JohnnyType

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  1. Like
    JohnnyType reacted to lucid in Spriter Pro on Steam for 75% off until Friday 1:00 PM EST!(Sale over)   
    Spriter Pro is available on Steam for 75% off until Friday (May 29th) 1:00 PM EST! http://store.steampowered.com/app/332360/ 
  2. Like
    JohnnyType reacted to Mike at BrashMonkey in Welcome to Brash Monkey's Spriter forum   
    Hi everyone,
    Thanks for trying Spriter. I look forward to feature suggestions and bug reports.
  3. Like
    JohnnyType reacted to SymboliC in Need help with level design methodolgy   
    Hi,
    (Please skip to the paragraph with font in red to start reading about my question);
     
    We're a team of two guys trying to make our very first game. We use Unity in 2D setup as our game engine...
    I'm the one producing graphics & animation & overall artwork...
     
    I have done numerous character creations and animations up to now and some basic level&background scenes/setups.
     
    Our level is going to be about 20.000 pixels wide in total. Not mentioning height since the game is side scrolling platformer and the height of levels is irrelevant to level length in terms of dimensions.
     
    I'm comfortable with using Illustrator CS4 and plan to design whole one level in it. So, please do not suggest me to change the software I'm working with. I need a method that can be applied for Illustrator.
     
    Here is the scenario that I need help with;
     
    The level I'll be working on is going to be approximately 20.000 pixels wide in total (the later ones can be wider). But, maximum allowed artboard dimensions in Illustrator is 16.000 pixels wide. Fine, I'll scale the whole work to 1/2 and the width makes 10.000 pixels, thus, comfortably fitting in the maximum allowed width for the artboard and allowing me to work on it as a whole.
     
    1) How I'll go about exporting the background in actual dimensions to be used in Unity and actual game?... Because when I'll export it, it should be reverted back to 20.000 pixels width and therefore Illustrator will not allow me to export this because of the limitations. And there is no function such as  "export to target dimensions/scales in pixels" but PPI settings. PPI will not work since it's useless to render it in 150 nor 300 PPI since it won't be used for printing purposes but screen.
     
    2) I can export it in exact 1/2 scaled dimensions with 10.000 pixels wide in total. But what happens when we import it in Unity and scale it 2x?... It will eventually be distorted since it won't act as a vector drawing anymore and also RAM & System resources usage / performance issues may occur with such big images (I'm not sure with this part since I'm not experienced with optimizations for performance regarding a game.)
     
    3) MAYBE THIS IS THE SOLUTION BUT I'M NOT SURE;
    I can divide whole level in two parts each 10.000 pixels wide(or say, 4 parts with each 5000 px) with 1/1 scaling. Then comes my actual questions, will my friend working in Unity, be able to align those two parts back to back and join them in Unity without a problem?... Is this the convenient way of doing this so that if we have, say, 40.000 pixels wide level, can I pass the background image to him in 4 parts? Will this also save us for optimization purposes and will this method work for using system resources in a better way?
     
    Thanks for all the replies and suggestions in advance;
     
    Cheers,
  4. Like
    JohnnyType reacted to Tibs(CreaByte) in Cat in a Hat Team looking for Artist+Animator   
    Hey Spriter Community!
    I'm Tibs, and I'm the director for CIAH Team's first major project, Aeon Chronicles: Faded World Epsiode.
    I won't go into details about our project right now, as you'll be able to get a good overview of it on our website

    Aeon Chronicles Website

    We're currently a 0$ budget team, working on this because we love it, thus, none of our 9 members are currently being paid, so we're looking for someone that would like to work with us voluntarily. Although it is a free-time project we impose internal deadlines to ensure smooth development. We are, however, very flexible, as we usually work in a results-based environment, and week-by-week(sometimes more, depending on the scale of the current task) basis. It should also be mentioned that we're using this game as a startup for our team as an indie game dev studio, so upon this game project, if you wish, you'll be able to continue to collaborate with us, hopefully as a paid position then.

    Currently, we need an Artist + Animator with experience in Spriter(Pro). If you consider yourself experienced but lack the Pro License, you can also contact us as we'll be holding a crowd-funding campaign(possibly Indiegogo) soon to raise funds for license fees and other software fees(along with any Pro licenses needed). Currently, our two animators using Spriter have a Pro license though. Before the campaign however, we'll be holding a pre-campaign with the Square Enix Collective.

    In this position, we'll be looking at an on-demand based art-work. This means, one week you may be working on some animation, and two weeks later you may be doing some UI design(non-concept, but finalized in-game UI). Here's what you can expect soon after joining, as this is what we need at the moment:
    - UI Design
    - Sprite Animation
    - Promotional Material

    We're looking to have an Alpha version of the game by mid-July, having June mainly as a Development-oriented month, and after July focusing on some PM(Promotional Material), including our Story Trailer, Alpha footage trailer, and Campaign assets.

    If you're interested in this position, as it is an urgent request, leave a comment below or contact us directly at catinahatstudios@gmail.com

    Regards, 
    Tibs
  5. Like
    JohnnyType reacted to NowSayPillow in XNA Implementation With Bones   
    Just wanted to post here that I finished (well, hopefully) my implementation of Spriter's SCML in XNA over the weekend. It works with bones, tweening and what-have-you.
    You can find a download link and a sample by following this link.
    Cheers
    -- NSP
  6. Like
    JohnnyType reacted to PrismaSlice in Please post feature suggestions here.   
    Here are two export options that would be pretty useful for me. 
     
    1. An option inside trim rect to animation that would force the rect to be square by adding padding to the shorter side of the frame. Idealy with a guide to choose an anchor point similar to photoshop's "Canvas Size" dialogue box.
     
    2. An option to determine export size in pixels or percentage points. It would be groovy if the output size area displayed "size in pixels" under the percentage, and allow the user to input a custom pixel size and let the percentage adjust accordingly.
     
    With these two options, I could completely cut photoshop batch processing out of my workflow by creating square power of two texture sheets right from spriter. Thanks for reading :D
  7. Like
    JohnnyType 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?
  8. Like
    JohnnyType reacted to darktoad in Please post feature suggestions here.   
    Very excited about this program guys!! Posting these as suggestions, but maybe there's already a way to do this...
    Ability to cancel mid-operation (position,rotation,scale)
    For example, I've selected a set of parts and in the middle of rotating I realize I started rotating the wrong parts, or maybe I'm just playing around and want to preview how the rotation would look. If I hit 'Esc' while I'm rotating these parts, it could cancel out of the operation without needing to undo.
    Simplistic paint
    I'd like to hack some really simple shapes together, or sketch out some ideas without having to jump to my workhorse image editor (Photoshop). These would basically be placeholder art that I'd reskin later.
  9. Like
    JohnnyType 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
  10. Like
    JohnnyType 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
  11. Like
    JohnnyType reacted to rSheep in Please post feature suggestions here.   
    Hi. The feature Jonjon show in the video is something that really seems to be missing in Spriter.
    I've seen the Spriter video where it set 2 bones to a skin (the snake skin sprite), have tried it, and is really good.
    It works perfectly with sprites with a longer width, but would love to do have the same option for height (a sprite with height greater than the width).
  12. Like
    JohnnyType reacted to Adrian in Proper way to Layer images?   
    I am designing a game where my Character can equip different weapons and gear. I have layered the character in Spriter (sometimes I am required to change an objects Z-order depending on the current frame) however the way my game will read the sprite sheets and layer the different equipment causes problems as sometimes different frames will require objects to be layered differently, so if the Shield is meant to be in front of my characters arm it will ALWAYS appear in front, even though some frames may require the Shield to appear behind.
     
    I have temporarily fixed this issue by deleting a portion of the shield... however, I feel this way is inefficient as some gear or shields may be sized differently. My question is, is there any better way to do this? A suggestion could be an option in Spriter that will automatically "hide" the portion of the shield covered by other objects when the Shield is exported and given its own independent sprite sheet. Similar to what I have done manually in the image below.
     
    I have attached an example: http://tinypic.com/view.php?pic=oavewk&s=8#.VXugkkYjhZo
     
    Any help is always appreciated!
  13. Like
    JohnnyType reacted to Adrian in Exporting to Spritesheet - Way to set Frame size?   
    Hey there,
     
    I have a walk animation for my character, but I need my sprite sheet to be composed of 96 by 96 frames (without Trimming the output), and I need each Character image to be centered inside the 96 x 96 frame so that the animated character is not off-center when switching through frames.
     
    The output file should be 768 x 96 (8 Horizontal Frames 96 x 96). How can I make this work in Spriter (If it is doable)? I am not really sure how to use the Custom Rect feature - and I have been playing with it for hours.
     
    Thanks in advance for any help!
  14. Like
    JohnnyType reacted to Mike at BrashMonkey in Spriter for Unity 5.0   
    Amazing, Awesome, Stupendous stuff Dengar! You're a treasure to the Spriter community! :)
     
    Cheers,
    Mike at BrashMonkey
  15. Like
    JohnnyType reacted to Dengar in Spriter for Unity 5.0   
    :O That sounds pretty awesome. I'll be sure to make some time to incorporate it ASAP when it's finished.
  16. Like
    JohnnyType reacted to Kiori in FBX Export   
    Have you guys thought about creating an fbx export feature?
    It could really streamline the usage of spriter with many engines out there.
    Breaking the imediate need for engine specific implementation.
     
  17. Like
    JohnnyType reacted to Mike at BrashMonkey in Spriter Run and Gun Art Pack now available. Only 5 days left   
    Hi everyone,
    We're proud to announce the release of our 4th Spriter Animated Art Pack, and the last in our series of Platformer based Art Packs. Our new Run N' Gun Platformer Pack is geared towards anyone interested in creating side-scrolling action or platformer games where the player has a gun-like weapon.

    This is our most content-rich Art Pack yet, featuring several variations of a fully animated player character, brandishing either a gun, an arm cannon, or a sword, as well as a large assortment of basic enemies, a couple of boss style enemies, and an assortment of pick-up items and effects to add additional visual goodness to your game.

    Here are a few reduced size, reduced color, 24 fps GIF exports of some of the animations available in the Art Pack. But you can preview the full art pack here (There might be a long initial loading time (over 100MB of content), but once the first frame is finished loading, the remainder of the preview should be much faster)

    Don't forget, this new Art Pack doesn't just benefit those who purchase it. All who purchase Spriter Pro also receive Essentials versions of all of our Art Packs, and this one is no different. The new Art Pack is actually so content packed, that even its Essentials version nearly doubles the amount of art content that is provided for free to Spriter Pro owners. If you have already purchased Spriter Pro, you will receive an email with a links to all of your Essentials packs including this new one.
    You can preview the Essentials version of the Art Pack here.
    And speaking of Spriter Pro, don't forget, its official release is November 11th, which means that in just 5 days the Early Adopter Sale ends and Spriter Pro's full price of $59 will go into effect. This is the last chance to take advantage of this greatly discounted price, so tell all your friends and fellow game makers! At this time the prices of all of our first party Art Packs will also be increased.

    As always, thanks everyone very much for your support and for your patience as we continue to add more value to Spriter and reach this important milestone. We couldn't have done it without your help.
    Cheers, Mike at BrashMonkey

  18. Like
    JohnnyType reacted to adamcreator in in-game character creation system / lip sync workflow   
    i'm experienced in construct2 and just viewed much of the spriter video tutorials and manual, and i have two questions that i'd appreciate even just any very general answer to for now, just to get a sense of understanding of what i'll be doing
     
    i plan on having a character creation system in my future construct2 online fighting game, meaning that in a character creation window the player selects a slot, then a body type (male, female, child, teen, adult, giant, monster), then a face, hair, helm, mask, shirt, gloves, pants, shoes, back, weapon, and name
     
    i plan to start humbly with a basic adult male and work out the basic poses and animations for a generic fighting style that every character can share since much of the gameplay variance will come from the body type anyway (smaller= faster but weaker, less reach but harder to hit, bigger= stronger but slower, more reach but easier to hit) and i assume that after not only completing but perfecting the adult male, i simply copy all those animations into another body type's folder, replace the adult male body part images with that other body type's images, and then shrink or enlarge the skeleton all at once for all animations at once so that the look and scale of each body type will automatically be correct in-game, collision boxes, tags, sound effects and all, possibly just with a bit of manual adjusting since some body types are taller/short or thinner/bulkier than others which may cause some limbs to go out of place
     
    if i have that right, my understanding of outfit swapping is that i have to animate everything with everything already on, meaning with a placeholder/example helm, mask, weapon, etc., but from my understanding so far, this is only so that i can replace, for example, the helm image in the spriter program itself, but what i want to do is tell spriter or construct2 that -many- images could possibly be that helm image, and then i'd like construct2 to be able to swap between those helm images with events. or else something similarly efficient anyway
     
    the manual states:
     
    "Once all these character maps are finished you can “stack themâ€, meaning make more then one of them active at a time to simultaneously change the entire wardrobe/equipment set of a character to any of countless possible combinations!  Spriter plug-in's for most authoring systems will eventually support this functionality at run-time, so you'll be able to make games which can combine Char-Maps on the fly based on player decisions and actual game situations."
     
    the last sentence makes it sound to me as if what i want to do isn't possible yet, or maybe that it just isn't as easy yet
     
    1) so my first question is: in general terms, what can i expect to be the way that i'll tell construct2 to swap and save body part outfits?
     
    for example, spriter tags, or construct2 instance variables, tags, functions, or global or local values, so that every time construct2 loads a character it checks for the currently-assigned global SLOT value (1,2,3,etc.), BODY (male adult, female teen, etc.), FACE, HAIR (bald, short, long), etc., but then i'm still unsure whether that's possible yet using spriter's char-maps, or if i'm indeed waiting for a future spriter plug-in update
     
    secondly, i plan on so many extended voice-acted lip-synced cutscenes that the game's story mode will be half cartoon show. i reviewed the brief spriter video tutorials and manual sections on the papagayo lip-syncing and played with it myself, but i'm again not yet sure that its actual construct2 functionality is as intuitive as i'd like
     
    for example, i wonder if i'll literally have to have a separate 'animation' in spriter for every single line of dialogue i want lip-synced by every single character, resulting in a massive amount of copies of each character's 'idle' pose, each with its own papagayo dat file. that could be okay if i keep organized and get used to the workflow and if it doesn't pose some sort of memory issue since they're all the same little images anyway, but i wonder if there's a way to just have a folder of hundreds/thousands of mouth animations alone, that i can then replace any mouth with, and, also, what the functionality would involve on construct2's end, such as, again, the use of tags or something to determine mouth changes alone, which are always pinned or position set to the face
     
    2) so my second question is: again, in general terms, could you give me a rough idea of what the most optimal lip-sync workflow between spriter and construct2 would be like?
     
    again, just looking for very general guidance. i'm used to figuring out the nitty-gritties myself. thanks
  19. Like
    JohnnyType reacted to Miguel_S in How to remove a directory full of images from a project file.   
    I had a directory full of images in my project area that I realized I didn't need and wanted to delete. None of the images are actually used in the project. So I assumed I could just delete the folder and move on.
     
    Now when I open the project file I get the "this project is missing images" error box. I can't figure out how to fix my project file so it no longer expects that old deleted directory. I've tried opening it and re-saving it with no luck. I also opened the project scml file to see if I could delete it that way but it looks like it would mess up the folder ID order. 
     
    Any help would be very much appreciated.
     
    Thanks!
      - Miguel
  20. Like
    JohnnyType 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
  21. Like
    JohnnyType reacted to blubee in C++ Spriter Implementation   
    I read the documentation and followed it almost to the T but I am still having some issues with implementing spriter.
     
    Once all the data has been loaded into the ScmlObject.
     
    Now I have all the files and folders properly filled up. Then what? I don't quite get how to use the scmlobject to set an entity and start an animation?
     
    Can you provide some sample code for that? Also The spatial info when exactly do you fill that up with pertinent data?
     
     
  22. Like
    JohnnyType reacted to mattcusprime in SNES Explains Everything - an episodic RPG Narrative   
    Hey, thought this might be a cool time to share this and would love any thoughts feedback.
    What I have created, or am creating, is an episodic RPG that really runs more like a "choose your own adventure" narrative a la Telltale Games newer stuff. A lot of it is still being built in, but the primary purpose is to interact with and read a story and hopefully enjoy the jokes and easter eggs.
    What I have here is the latest Beta of Episode 1 which will be releasing on www.snesexplainseverything.comlive on July 1st time frame.
    All music is original, a lot of the art is original but a lot taken from Open game art or other copyright free sources. Anyway, here's the beta link.
    http://snesexplainseverything.com/lates ... index.html

    Strength is for mercy The Prologue that Came After the Beginning Limericks and Lillipads
  23. Like
    JohnnyType reacted to RiverWalker in Useful Art tools for building Sprit for Spriter   
    Thee are the Art tool i use to make most of my game makeing art.
    I well just post the link and let you guy chex them out becuse I dont want to spam out the forum.
     
    http://www.inet2inet.com/Main/Main.htm
    This program make ISO GFX and 2D GFX it dos not make Sprit but just about evry thing alst thow.
    Its a Art program not a Game engine.
     
    https://app.alienskin.com/store/
    Thee program well help you chang the look of your Art work. Thing like lighting or changing the stile to the look of the Art work.
    Thing like making Sprit look like thay been hand drawen to painted.
     
    https://www.artrage.com/
    If you use a Drawing Tab then this is the best Program to use it is all so a ezzy program to use.
    well woth the Cash.
     
    http://www.oldversion.com/windows/paint-shop-pro-9-0
    This is Free and work well useing windows7. Dont know if it works on Window 8
    For old fart this is the program of chose. :)
     
    I use all thee tool and I think the user of Spriter well find them as useful as i do to make Sprit and other object for game makeing.
  24. Like
    JohnnyType reacted to systemExklusiv in How to let Spriter participate in Box2D with libGdx   
    Hello everyone!
     
    I'm pondering on how to let a Spriter's sprite take part in B2D physics world. First of all my general question: How would you do it?
     
    My thoughts so far:
    First of all I used the loader/drawer of trixt0r to get to ready setup libGdx Sprites conveniently. From tis point I tried to get them taking part in physics.
     
    a) My first idea was to make out of each object/box of an entity a static B2D-Body which get a rectangular shape. The rect-shape is just for simplicity - of course the don't yield perfect coillsion.
    These bodies get updated each frame when the Spriter animation renders to get new x,y and rotation.
    By doing this, the texture regions of the sprite are sync'ed with the body's fixture shape.
    It follows a screenshot of the Spriters monster-Sprite, where all the objects (trixt0r lib for libGdx) which have textures attached to have a green bounding box around them. These Boxes are also shapes attached to B2D-Bodies (as fixture shape).
     

    This works so far unless I want to apply force to the monster itself. The problem is that the animation itself is controlling the physics not vice versa.
    I 'd want to let the monster fall down, I would have to make these by translation the coordinates of the Sprite instead of letting the Word control the position e.g.  when its no longer grounded because there is no body underneath - thus I'm loosing the a lot of the advantages of a physics sim. 
    I pasted in some code for setting this up (the following iteration is based on the code of libGdxDrawer class of trixt0r except the b2d stuff) - just to get the idea.
    public static void setUpBodiesToWorld(Player player, Loader<SpriteBox2D> loader,World world) { Iterator<Timeline.Key.Object> it = player.objectIterator(); while(it.hasNext()){ // itereation over all the objects with a libGdx-Sprite Timeline.Key.Object object = it.next(); /* the loader is of tpe Loader<SpriteBox2d> - its like Sprite , I put just a public field for the body in it */ SpriteBox2D sprite = loader.get(object.ref); /*Setting up the fixture shape of the body - below is just an example for taking the objects-boxes a shapes for bodies */ PolygonShape box = new PolygonShape(); box.setAsBox(sprite.getWidth() / 2 * sprite.getScaleX() , sprite.getHeight() / 2 * sprite.getScaleY() , vector.set(sprite.getX(), sprite.getY()), sprite.getRotation() * MathUtils.degRad); BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = BodyDef.BodyType.StaticBody; Body body = world.createBody(boxBodyDef); /*assigning the body and making a association between the TextureRegion and the body When rendering the sprite, the body can be easily retrieved and positioned*/ sprite.body = body; Fixture fixture = body.createFixture(box, 1); fixture.setUserData(sprite); box.dispose(); } }  When the libGdx-Drawer iterates over the Player and retrieves the Sprites an additional body can be retrieved and positioned.
     
    b > My second guess was to draw a static form around the sprite (like the orange ellipse in the screenshot) which encompasses roughly the sprite. This shape is the bodyshape in B2D and keeps track of the curren pos and rotation.
    The sprite positions accordingly to the shape - but with odd visual side effects - e.g. things which look like they should collide don't and vice versa.
     
    I believe the main problem is that the physics aren't involved animating the bones and its difficult to make them behave physically afterwards.
     
    What are your thoughts/Experiences?
     
    Thanks david
     
     
     
     
  25. Like
    JohnnyType 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!
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