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Adrian

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Adrian last won the day on June 13 2015

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  1. Feature Suggestion: Batch Export that pays attention to Char Maps for EACH entity and not just the selected one.
  2. Makes sense Mike, I'll go with number 2. I'll just have to animate with this in mind so that I don't have to create too many additional resources #2Dprobs Thanks for being so helpful.
  3. 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!
  4. Thanks Mike! Makes perfect sense. I was paying no mind to the very clear grid right in front of me. Best, Adrian
  5. 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!
  6. Thanks. Yes, that was the alternative. However it means I have to go back and update all my animations (with the Headband on)... then in the future when I add new helmets it will be as simple as replacing the Headband image. Anyway, thanks again!
  7. 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?
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