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JohnnyType

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  1. Like
    JohnnyType reacted to kappische in Please post feature suggestions here.   
    Here is a suggestion to slim down the time line even more. I wrote about it on the kickstarter page but thought it would be better here :)
    To make the animation repeat/pingpong = right click on play-button and choose it.
    Scrubbing with middle mouse button or similar in the animation area to be able to iterate faster. Ex. hold down middle mouse button + move left/rigt to move in the timeline.
    pic on a slimmer timeline:

    What do you think?
  2. Like
    JohnnyType reacted to Hurg in Anyway to avoid chopping up spritesheets   
    So I was checking out this video and around the 1 minute mark they bring up the spritesheets that they use for animating the characters in the new Rayman games. It struck me at how similar their program is to the functionality of Spriter, but what really made me think is how much time it would save if we could import body parts in Spriter off of a single image rather than splitting them up into individual images before bringing them in. This would save heaps of time if you were doing variations on characters like they demonstrate in the video.
     
    So is this possible in Spriter?
     

  3. Like
    JohnnyType reacted to Trixt0r in Texture-Packer   
    Hey guys,
    I was working on a little JavaFX GUI for the LibGDX texture packer tool. There is already one, but it does not pack all subfolder images into one texture.
    Maybe somebody can use it. This could be useful as long as Spriter does not pack the sprites into an atlas. I tried it with my generic Java api and it works very well. The only thing you need to use it in your environment is a little parser, which is able to read *.atlas files.
    You can either open a gui or call it from command line. Command line usage is described on the github wiki.
    Here you go. To run it, you need the newest Java 8 version.
    - Trixt0r
  4. Like
    JohnnyType reacted to Adrian in Stacking Character Maps   
    Hello!
     
    I am currently trying to stack character maps so that I can show my animated character with a Headband, as well as without. I am unsure of how to do this, as the image I would be replacing in the char map is the characters head, and I obviously don't want to do that, I just want to overlay the Headband image ontop of the characters head. So I tried using 2 Separate character maps, but this did not work.
     
    Does anyone know how to do this?
  5. Like
    JohnnyType reacted to lucid in Spriter R4 Bug Thread   
    Please post bugs with Spriter R4 here.
  6. Like
    JohnnyType reacted to Kinsman in Please post feature suggestions here.   
    I downloaded the latest alpha, and I had two suggestions.
    1) If you want to make an animation that involves simple flipping of a part, i.e. making someone's head look back and forth, you end up with a tween that makes the head literally flip like a piece of paper.
    In a frame-based timeline, what you'd do is have the frame just before make the head face one way and the frame just after, make it face other way. But it's a little more trouble with the seconds-based timeline that Spriter has.
    My suggestion is - could you make it so that you can drag pre-flipped versions of your images from the file list into the screen, and have them be considered separate ID's from the non-flipped versions?
    2) Spriter could be used for full-screen cutscenes, as well as character animation. If you want to use it that way, often you're also working with a background audio track that you want to sync with the action.
    I know that you're planning to have sounds play during the animation preview - but could you make it so that sounds also play when you're scrubbing the timeline?
    Thanks for making Spriter.
  7. Like
    JohnnyType reacted to lucid in Please post feature suggestions here.   
    it's a definite possibility for the long term.
    good idea. It was already going to have the spinboxes, but that's a good idea. Also, the angle control will have a wheel you can rotate with your mouse.
    The current beta does have a 'protected selection' feature. You can drag, drop, and rotate a selected object even if it's behind others. only if you click a sprite on an area that doesn't overlap the currently selected object(s) will it change the selection.
    yes, that's in there
    yes, the next release will be native UI on Windows, Mac, and, Linux
    yes, all of that is planned for the long term, and the groundwork is already layed for those features.
    thanks for the kind words, and yes, we do want to work with the community to develop an ecosystem of some sort for both the animators and the developers.
    the todolist is huge, but things are going very well on fronts.
    working hard on the next version, and loving every minute of it.
  8. Like
    JohnnyType reacted to Dengar in Spriter for Unity 5.0   
    I've never seen this error before. And I've deleted my prefabs and recreated them countless times. Besides, that code that you pointed out is supposed to run when there ISN'T a prefab file.
     
     
     
  9. Like
    JohnnyType reacted to Edoc'sil in Quick Question on whether something is allowed or not   
    Hey there!  First off, I am relatively new to Spriter and loving it!
     
    I purchased all the asset packs when I purchased Spriter Pro and just had a question about whether something was allowed or not (I'm thinking not but I want to be sure).
     
    I wanted the art packs so I could put together some fast prototypes without having to worry about taking the time to do the art myself and it has been fantastic.  With my current project, I am actually using the animations but I have created my own 'parts' to make my own assets.  I am exporting to sprites and NOT using the actual animation data (as I am using GameMaker and it can't currently use those).  For example, this zombie is a reskinned version of the "Wonky Skeleton".  It uses the same animations as the Wonky Skeleton but looks much different.
     

     
    After all that, my actual question is... Can I share my exported sprites as a free resource (or maybe even a $.99 asset or something) when I 'release' the game?  Obviously I would not share the actual files that Spriter uses, just the generated sprites.  
     
    I'm thinking not, since I did not create the actual animations myself but I figured I would ask since I would only be sharing the resulting sprites and not the actual Spriter files.
     
    Thanks!
     
    Edoc'sil
  10. Like
    JohnnyType reacted to smilne in My favorite animations so far from my current project   
    Hi everyone,
     
    I'm brand new to animating, but I'm having a blast learning.
     
    I'm not a very good artist myself, so I have purchased all my current artwork and instead have been animating it all using Spriter.
     
    The game is currently deep in development and unnamed at this point but I'd like to share some of my favorite animations I've done so far over the last couple weeks. Some of them are a bit older versions and I've since updated them, but didn't have any GIF's online for the latest changes yet.
     
    Hope you enjoy them !
     

     

     
     

     

     

     
     

     

     

     
     

     

     
     
     
  11. Like
    JohnnyType reacted to bwwd in Animator Available   
    Recently finished big full game projects and looking forward to do more.
    Some examples:









     


    I do animations, backgrounds, sometimes music... everything.
    My work can also be seen on my deviantart http://bwwd.deviantart.com/gallery/ and in this thread:
    http://brashmonkey.com/forum/index.php?/topic/3084-my-animated-sprites/
    If You have any questions You can contact me through this forum or: 2blackbar @ gmail . com
  12. Like
    JohnnyType reacted to Mike at BrashMonkey in Please post feature suggestions here.   
    Hi everyone.
    Please use this thread to post any suggestions you might have for features.
    cheers,
    Mike at BrashMonkey
  13. Like
    JohnnyType reacted to weitnow in Just wantet to say thanks :D   
    Its really a great programm. I bought the pro-version as it was "early-access" and loved it since. thanks a lot, that you support linux (ubuntu) as well. i have never regret only a single dollar which i used for purchasing spriter. its really a amazing tool.....
     
    wish you guys the best and much success with spriter........
     
    thanks
  14. Like
    JohnnyType reacted to LukeLanFaust 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
    JohnnyType reacted to Mike at BrashMonkey in Welcome to the new Spriter forums.   
    Hi Everyone,
     
    As you might have noticed, we've upgraded to a totally new forums system.  The migration seems to have gone off without a hitch, but there's the possibility that if you posted during the 30 minute window in which we were migrating that your post ended up in the old forums and didn't make it over here. 
     
    For anyone with a missing post, for a limited time you can actually access the old forum by going here: http://www.brashmonkey.com/forumOLD and copy the text from your post so you can easily repost it into the new forum.  If this is required I apologize for the inconvenience.
     
     
    cheers,
    Mike at BrashMonkey
  16. Like
    JohnnyType reacted to ninjay in Working on fighting game sprite. Ideas on how to do cloth movement   
    Sorry for the large size.  This is the animation I am working on.  I have about 9 out of 19 frames cleaned up.   I made my character in Paint Tool SAI, brought it in to spriter to animate, and now I am going frame by frame to clean it up a bit.  I would like go back into spriter and animate the belt , blinking eyes, and mouth opening and closing to similate breathing.  While the 2 last ones is easy to do, but I am not sure how I should do the belt.  Should I segment it in a bunch of peices and add bones?

  17. Like
    JohnnyType reacted to lucid in Art Packs now on Steam. New Price.   
    Hi Everyone,
    We're pleased to announce that our 4 fully animated Art Packs for use with Spriter are now available on Steam as of 4 pm today. June 4th EST.
    In conjunction with their Steam release we're also introducing a new, lower price point for them and all future art packs, not just on Steam, but on our own Web Store and on affiliate stores as well.
    Here are previews of all of the currently available art packs, along with their new prices:
    Game Effects Pack $12.99 Basic Platformer Pack $24.99 Adventure Platformer Pack $24.99 Run N' Gun Platformer Pack $24.99 In addition to this substantial price reduction, in celebration of their introduction, all art packs are currently on sale on Steam for 50 percent off, making this an excellent opportunity to snatch up these royalty free Spriter animations Packs for your current and future game projects at an unprecedented low price. For those who have already purchased one or more of our full Art Packs from our web store or any of our affiliates (Not Steam) BEFORE they became available on Steam, please keep an eye out in your in-box for an update email (for the Art Packs you purchased) automatically upgrading it to drastically increase your content. Here's what to expect:
    If you already purchased the Effects Pack, then you'll receive the Basic Platformer Pack for free.
    If you already purchased any one of the Platformer Packs you'll receive all other Platformer Packs for free.
    If you already purchased any of the bundles of 2 Art Packs then you'll receive all the other remaining Art Packs and the next Art Pack we release as well for free.
    If you purchased the all Art Packs bundle you'll receive all current and all future art packs we release for free. If you purchased more than one art pack, but one at a time you should qualify for numbers 3 or 4 above, then please email support@brashmonkey.com with the details of each purchase and make the subject title of the email “Art Pack bundle equivalent upgrade” (without quotes) And we'll upgrade your product description in our system and send you the additional art packs. If four days from now you still haven't received your automatic upgrade email, please contact support@brashmonkey.com with your original purchase information for your art packs or bundles and make the subject title of the email “Did not receive art packs upgrade” (without quotes) 
    In related news, we're currently working on 2 new Animated Art Packs which we plan to reveal more about within roughly a month.
    Cheers!
  18. Like
    JohnnyType reacted to Chilly Willy in Welcome to Brash Monkey's Spriter forum   
    Just signed up two give two suggestions - it would be nice to have a 32 bit build for linux, and a very brief note on how you run it in linux would be nice. Looks like a great program... I'd love to not to have to use Windows to use it. ;)
  19. Like
    JohnnyType reacted to KanaX in GIF Export Error   
    I whenever I try to export my animation in GIF format, I get a runtime error.
    In a previous topic, the issue was raised again and the topic starter was sugested to disable OpenGL. I did so but the issue remains.
     
    Any advice? Thank you in advance.
  20. Like
    JohnnyType reacted to Sprite in When dragging file into Construct it doesn't import the individual sprites   
    Hi, 
     
    I have a problem when importing the scml or scon file into Construct 2.
    It doesn't import the individual sprites/images, only the gray block with a number "1" appears. 
     
    The sprites show up in Spriter (I'm not getting any "missing-image" pictures). 
     
    The SCML and SCON file have the same name and are in the same directory as the folders of all the body-parts. 
     
     
    Can someone help me with this problem? 
  21. Like
    JohnnyType reacted to Gus in Which platforms would you like Spriter support on?   
    Unreal Engine 4
  22. Like
    JohnnyType reacted to SymboliC in Export to AVI or another type of Video support?   
    Hi,
     
    I'm wondering if there is a plugin or plans for further development to support exporting the animations to various or at least on type of Video file? Etc . Avi.
    This is useful to share the current phase, look and feel of animations with others in our team while partnering for a project.
     
    I know there is an export to animated GIF function but this does not cover it completely. I mean wouldn't it be nicer to have export to a video file support?
     
    Please correct me if I'm missing something or point me to a plug-in.
     
    Thanks a lot,
  23. Like
    JohnnyType reacted to esDotDev in Fighting with "object_" names   
    We're trying to port our animations over to Unity, and I think we're running into some bugs as a result of old version of Spriter.
     
    The problem is only present in some of our very earliest animations. Under the Z-Index column, all the pieces are named "object_00x" to "object_2xx", and each animation has unqiue names. So, our main character has over 200 of these objects defined in his SCML file. For example:
          
    etc...
     
    This breaks the Sprite2Unity importer and Sprite Swapping functionality, as it creates a new child for every single unique name in the z-index column.
     
    If I try and rename the animations, and make them look like this:

     
    Spriter won't allow me to do it. I can fix one animation, but when fixing subsequent anims, Sprite auto renames "head" to "head_000", or "torso" to "torso_000". Next animation, will force me to name it "Head_002", and etc. It simply won't allow me to fix these names within the Editor.
     
    Is there any way you can think of to fix these old SCML files? I can't hand edit it, it's close to 11,000 lines... 
  24. Like
    JohnnyType 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
    JohnnyType reacted to Mike at BrashMonkey in Spriter R4 Bug Thread   
    Ah, there was the problem. I viewed the GIF in a browser that refused to play it.. I thought it was a single frame. I was not seeing the frame with the obvious IU popping up into it.
     
    Thanks,
    Mike at BrashMonkey
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