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Mike at BrashMonkey

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Mike at BrashMonkey last won the day on June 28

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About Mike at BrashMonkey

  • Birthday 04/28/1974

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    https://brashmonkey.com

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  • Gender
    Male
  • Location
    Saint Ave France
  • Interests
    art, video games, writing

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  1. I'm not positive this will work, but I think this is how Construct logic structure works.. Try moving the action "Characters:append character map" to be the first thing that's done directly after the "for each character".. I think the fact that you create the thunder effects might be making construct forget you want to effect every character... Oterwise, you can add a separate kind of hack fix event "If character animation "ThunderBlast" is playing, then append character map "ThunderBlast"
  2. Sorry, no.. well.. a small amount of the foundation for the eventual art pack has been started, but I and the other artist I'd need to collaborate with both have been spread thin with more pressing obligations so there's no way we can estimate how long it will take us to really be able to really dig in and then eventually finish the art pack. So, It's planned and it's been slightly started, but right now we can't put any man-power on it.
  3. Sorry for the very late reply oosman, if you want sprite sheets of full frame finished animations then there should be no rotation happening at all. You might be accidentally selecting the wrong export option. It's Export Animation To PNG/GIF, then choose the sprite sheet option.
  4. Every frame can have totally different objects and/or hierarchies of parent and children. If you ad an image to the first key frame it is not automatically added to everything. Please watch this video:
  5. Welcome Sir. Unfortunately there's no way to do this to many objects at once. There is, however, a way to change ALL of the positions of all objects across all frames uniformly, which you do my holding the M key and left clicking and dragging on an empty spot of the canvas. This will move the zero/zero central coordinate relative to all objects across all keys, which is actually moving all objects uniformly.
  6. Thanks very much for making this and sharing it with the community brinsleylogic!
  7. Did you make sure to put the easing curve not on the main time line key frame node on top, but in the key frame node of the head only?
  8. Don't worry, the UI is still very much not complete. We'll make sure there's a convenient on screen way to access all required features. Thanks very much for the feedback.
  9. Welcome Slomes! A trick you can use for idle animations to keep the feet totally still is to simply de-parent the feet from the leg bones before you begin animating that animation. Meaning when there is only the base key frame at zero in the time line, make the feet bones or feet images no longer a child of the leg bones... that way, when you move the body or legs, the feet stay put.
  10. I'm bringing this to Edgar's attention. Hopefully he can see the cause of the issue. In the meantime, you're potentially wasting a large amount of memory and performance by making your character at such a high res and then scaling it down in C3. You can create an entire clone of your project from Spriter to the reduced size, and then C3 won't have giant images to use to recreate your animations.
  11. This issue seems totally resolved. Make sure you're using the latest version of the Spriter plug-in, and the latest stable version of Construct 3, export your spriter project as scon, zip the images and scon only into a zip file with the exact same name as the scon file (but ending in .zip) and then drag in into the appropriate layout in your Construct project. This should properly update and replace the old one in your Construct project. If this doesnt work, please screen record your attempt so we can see what's going on.
  12. This doesn't seem like a Spriter issue, but something going on with the graphics programs you're using to create or convert the images. What program are you using to create the image, what settings are you using to save it, and what settings are you using in the conversion process?
  13. For some reason the images you tried to attach didn't work. Maybe the hierarchy column will update if you pick a differnt animation or even key frame and then go back to where you wanted to see/edit the hierarchy. Or maybe you're unware that the hierarchy can be different at any key frame(in regard to which objects exist or while are parents/children of which). The same is true for Z-order.
  14. I've reported the broken search box issue and let you know once it is resolved. In the meantime, please email any issue you might have to mike@brashmonkey.com so I can directly help wit hthe matter as quickly as possible. Sorry for the inconvenience.
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