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4241

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  1. Like
    4241 got a reaction from Malie in Spriter Requests   
    As long as we're making request and giving suggestions

    Will you consider implementing a virtual camera?
    for use with cartoon animations and cutscenes in gaming?
    Sorry i should elaborate.
    Lets say you have a background, your character in the scene and you want to slowly zoom in on that character while it's performing it's animations. From what i understand with Spriter you would have to enlarge both the character and scene every frame to get that effect and have it export as intended. As we know, enlarging in this way can cause some issues with consistency and brings a lot more tedious realigning into play per frame. Exports may also may not be on point for a smooth effect. 
    What i meant by a virtual camera is.  Putting an adjustable frame / box around your scene. Which can zoom in or zoom out. Move left, right, up down on your target scene. Then have it export your frames as defined within the frame  / box information. While maintaining the animations you put in place.
  2. Like
    4241 got a reaction from lucid in Spriter 2: Alchemist Kickstarter is live!   
    Anyone remember Jade Cocoon for PS1?
    It is the only monster breeder that would calculate values such as arm length, jaw length, eye size and other traits when mixing two monster together. As opposed to reskinning which you would see in the monster rancher franchise... and every other monster breeder.

    at 2:37 in the kick starter video, you see code just like this at work!
    Sure, it can be used for human x human. Also,  beast x human. Beast x beast. Object x human.
    Creative freedom... Could spends weeks just sitting there playing around with that tool to see what you can create.

    I just wanted to give some positive feedback and let you know that is a really cool feature!
  3. Like
    4241 reacted to Mike at BrashMonkey in Spriter 2 FAQ   
    It's possible the new alpha build will be released by the end of the month, it might be slightly delayed, ironically due to the unexpected extra time required to prepare the Kickstarter campaign.

    Everything is effected to some degree by funding, and there are several potential factors that could change how much gets done per update, but the updates themselves will still happen. Spriter 2 will have a much better beta build out for July regardless of the Kickstarter, but even Spriter 2 can arrive at version 1.0 faster if the Kickstarter is fully funded.

    The better the funding, the more man-hours can be dedicated per day on Spriter 2 and especially Alchemist, going from more hours we can work in-house to contracting outside help.

    There are too many potential and unpredictable factors and other business requirements to be able to say for certain which hours can be spent on what over a long period of time unless large enough funding is raised to guarantee the ability for full-time work.

    To clarify, Kickstarter campaigns are 'all or nothing', so if the backings don't reach 50k or more by Feb 4th we won't get funding it did raise and the backers won't be charged. We could of course pursue providing an alternate means for the backers to fund Alchemist and reserve the same reward tiers.



     
     
  4. Like
    4241 reacted to Mike at BrashMonkey in Spriter 2 FAQ   
    The full range of Alchemist features  will require a massive amount of work in addition to that required to finish Spriter 2, including additional contracted work to get done. it's not financially feasible to make them all free without additional funding via selling it as an expansion. A successful crowd-funding campaign will help us get there sooner. The better it does, the more features and other value we can add more quickly.  The core version of Spriter 2 is befitting from Alchemist development as well. It's now planned feature set has already expanded in scope beyond what was originally planned when we promised it as a free upgrade for Spriter Pro owners.
  5. Like
    4241 reacted to lucid in Spriter 2 FAQ   
    It's live everyone! Everyone come look! Please share! Please back us!
     
  6. Like
    4241 got a reaction from lucid in Spriter 2 FAQ   
    The anticipation has been building, looks like it was well worth the wait. Excited to try out the beta

     
  7. Like
    4241 reacted to Mike at BrashMonkey in Layer workflow in preparation for Spriter animation: Help   
    For me the 'sloppy" approach is fastest, because I approach the creation of the art as a very organic process where I start fast and lose, and change and improve everything as I go... so I get the majority of design and decision-making work done as 1 layer, then I break it into body parts by freehand selecting and copying and pasting and copying and deleting, and then finally clean up each body part, using a group with as many layers as I'd like per body part. 
  8. Sad
    4241 got a reaction from Solomonmova in Spriter Requests   
    As long as we're making request and giving suggestions

    Will you consider implementing a virtual camera?
    for use with cartoon animations and cutscenes in gaming?
    Sorry i should elaborate.
    Lets say you have a background, your character in the scene and you want to slowly zoom in on that character while it's performing it's animations. From what i understand with Spriter you would have to enlarge both the character and scene every frame to get that effect and have it export as intended. As we know, enlarging in this way can cause some issues with consistency and brings a lot more tedious realigning into play per frame. Exports may also may not be on point for a smooth effect. 
    What i meant by a virtual camera is.  Putting an adjustable frame / box around your scene. Which can zoom in or zoom out. Move left, right, up down on your target scene. Then have it export your frames as defined within the frame  / box information. While maintaining the animations you put in place.
  9. Like
    4241 got a reaction from AlbertMen in Spriter Requests   
    As long as we're making request and giving suggestions

    Will you consider implementing a virtual camera?
    for use with cartoon animations and cutscenes in gaming?
    Sorry i should elaborate.
    Lets say you have a background, your character in the scene and you want to slowly zoom in on that character while it's performing it's animations. From what i understand with Spriter you would have to enlarge both the character and scene every frame to get that effect and have it export as intended. As we know, enlarging in this way can cause some issues with consistency and brings a lot more tedious realigning into play per frame. Exports may also may not be on point for a smooth effect. 
    What i meant by a virtual camera is.  Putting an adjustable frame / box around your scene. Which can zoom in or zoom out. Move left, right, up down on your target scene. Then have it export your frames as defined within the frame  / box information. While maintaining the animations you put in place.
  10. Like
    4241 got a reaction from Mike at BrashMonkey in Spriter Requests   
    As long as we're making request and giving suggestions

    Will you consider implementing a virtual camera?
    for use with cartoon animations and cutscenes in gaming?
    Sorry i should elaborate.
    Lets say you have a background, your character in the scene and you want to slowly zoom in on that character while it's performing it's animations. From what i understand with Spriter you would have to enlarge both the character and scene every frame to get that effect and have it export as intended. As we know, enlarging in this way can cause some issues with consistency and brings a lot more tedious realigning into play per frame. Exports may also may not be on point for a smooth effect. 
    What i meant by a virtual camera is.  Putting an adjustable frame / box around your scene. Which can zoom in or zoom out. Move left, right, up down on your target scene. Then have it export your frames as defined within the frame  / box information. While maintaining the animations you put in place.
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