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Mike at BrashMonkey

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Mike at BrashMonkey last won the day on June 4

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About Mike at BrashMonkey

  • Birthday 04/28/1974

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    Saint Ave France
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    art, video games, writing

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  1. Hi Kubekokou, Sorry to hear Spriter has stopped opening for you. Can you please tell us which OS version you are using, and has that changed from the time Spriter used to work and now that it doesn't work? Currently, the only thing I can think of (other than a windows update or overzealous anti-malware causing an issue) is Spriter crashes on some systems if the "enable Open GL" feature is turned on in Spriter's settings. If you are on Windows and know how to change registries, you could try changing the registry to the opposite of what it's currently set to: HKEY_CURRENT_USER\Software\BrashMonkey\Spriter\openGLENabled
  2. That red outline means your texture size for the sprite sheet isn't bug enough to export. once you change the limits on the left/bottom of the options for it the red outline will go away and you'll be able to export. Also, there's a strange amount of blank space to the right of it, do you have your images saved with big amount of empty pixel space all around them?
  3. Yes, and I forwarded it to Edgar, but at the moment he's tied up with getting the next update build to Spriter 2 out. Sorry for the silence.
  4. I think you might need to add code to wait until all Spriter files are finished loading/initializing and then set their character maps... maybe give them a variable which you could set in the frame editor to the name of the character map you want that specific instance of the Spriter file to use. Another option is to create clones of the Spriter project and bake the character maps into those Spriter project clones so you can use separate Spriter objects per character instead of trying to use the same Spriter file for all the characters, though obviously this is not a good solution if you are trying to support player customization in the game.
  5. If you wouldn't mind, please do zip up both the spriter project and the construct project and email them to mail@brashmonkey.com so we can take a look and see what's causing the issues.
  6. No, this is not a known issue. If you're using the lastest stable version of Construct 3 and the latest version of the Spriter plug-in, and re-import the same exact named spriter project (zipped up as a single zip file) then it should properly update and not create a clone with the number 2 after it. Are you using any kind of version control like One-drive or github so you can revert back to a version of your project before you tried the first update that caused issues?
  7. There's an option "copy Z-order to all frames". Fix the z-order on any frame, then while on that frame, then choose "Edit/Copy Z-Order to Other Frames" sorry, there is no option to copy a z-order across all animations.
  8. I'm glad the first part worked out. There is a way to override specific bones in Construct and a way to blend two animations two the degree you'd like on the fly as well, so you might be able to use those two advanced features to get your desired results. https://www.construct.net/en/make-games/addons/192/spriter/aces
  9. I would try cloning the project first, and deleting the upper body from one and the lower body from the other. but there's absolutely a chance deleting bones that are a parent of parts of the body you might want to keep could ruin the position and angle of things, so you might indeed need to redo some or all of it. This is likely more or less true depending on the features you used and the bone hierarchy structure. If need be you could also export as sequential images of the current fully assembled characters and then load them in and use them as guides to recreate the animations more quickly and easily. best of luck. I hope it goes smoothly for you whichever way you choose.
  10. Yes, they can be assigned to a bone. You can assign many things to a single bone, but you cant make something the child of a sprite, only a bone. You can make many sprites and many collision boxes the child of the same bone so they all move etc in unison. Collision boxes even tween in their position and size if the animation is set to tween as opposed to pop directly from one key frame to the next.
  11. Very sorry for the time and frustration this caused you. For many years this issue did not exist at all, as these DLL files were on virtually every Windows computer by default, and then when people started reporting this, it was rare and easy to resolve. Apparently Windows 11 has changed that to a drastically more severe problem. The no refund policy was always coupled with the 'try before you buy' robustly featured free version of Spriter, but was never intended to be a punishment or trap. Of course we want every customer to be very happy with their purchase and of course to be able to easily use Spriter. I'm sending you a private message so we can resolve this to your satisfaction as quickly as possible.
  12. Sorry for the late reply. Somehow I didn't see this post until now. You'll have to zip up the Spriter project folder with the scml file and all the art it uses and email it to mike@brashmonkey.com for me to take a look and see what the problem is. Maybe you're unaware that each frame of an animation can have different images and different bones and a different bone hierarchy. Hopefully once I get your Spriter project I'll be able to figure out the problem and either fix it or explain to you how to fix it, or hopefully both.
  13. Yes, and we've made several update posts and videos showing the progress, new features, etc. via our social media and here on the forums. The most recent update post was here: Edgar is hard at work on the next update build, which I believe features the most additions and bug fixes for any build and also will feature all or at least most of the features which will appear in the 1.0 release once it's thoroughly tested, debugged, and polished.
  14. When you import the Spriter project it should create a normal construct sprite for each of the collision boxes you had added in Spriter. You need to check VS collision or overlap with those specific sprites in construct. It sounds like maybe you're testing for collision with the Spriter object instead, which is incorrect. This is because you can have unlimited number of different collision boxes in any given frame of any animation of the Spriter made character. Does this help?
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