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aiat_gamer

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Everything posted by aiat_gamer

  1. Ok, I just did a new one: I am not so sure about the head movement though, have to tinker with it more.
  2. Haha, thanks. Yeah the art still needs work, this is more or less the first draft. I just wanted to have something to start with the animation process. This might be easier to discern when NOT against a while background but thanks for the feedback, I will try to change somethings in it.
  3. Here is mu suggestion: When assigning the bones, it would be very helpful if the bones take the name of the first sprite they are assigned to. Right now I have to manually name each bone which is a bit cumbersome. Also, I am sure you have been asked before, but is there any chance we get direct export to Game Maker?
  4. So I have been using the Spriter for about a month now, and I have done some basic animation for jumping, running and walking using pre-made art. Today I made my first animation for the game I am working on: This took me much more than I anticipated...! The front legs were easy, but getting the back legs really messed me up. I think it took around 3 hours :eek: . Of course I am a total noob so...It still requires some tweaking but the general animation is ok I think. You will be hearing from me a lot more in the upcoming days and weeks.
  5. Hey, how are handling the curves here?
  6. Awesome, thanks! The reason I pressed Z was I thought that is how you select every bone and sprite based on one of the tutorial videos. In that one Mike used that copy the whole thing to another frame.
  7. I press the main parent bone, press Z to select everything and try to set the alpha to 50%, as soon as I let go of the button the alpha level jumps to 100% although the reduction in alpha has been implemented, so now 50% is the newest 100%! I cant go back to fully opaque sprite anymore :oops:
  8. 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.
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