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Everything posted by Mike at BrashMonkey
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@Vancen did you uninstall all the versions of Visual studio first? (before installing Visual Studio 2013 )? Is your system a 32 bi or 64 bit system? If 64 bit you need to install both the 32 and 64 bit versions of Visual studio 2013 Apparently several people who run into this error resolve it by simply installing the latest DirectX from the official windows sight. It's also very important to restart the computer after trying these options, as the 'fix' often doesn't take effect until after a reboot. I also found these potential steps to resolve the issue: https://www.techadvisor.com/article/727659/how-to-fix-application-unable-to-start-correctly-error-0xc000007b.html
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Hi Vancen, Which version of Windows do you have? Also, the easiest method which has worked for most other users with the issue is to install the test of the Adobe creative cloud, because that apparently requires the same DLL as Spriter Pro does. The other option is trickier and more time consuming, which this: IMPORTANT: If you try to install Visual Studio 2013 and the installer says you already have a newer version, then you need to uninstall the newer version so that 2013 can successfully install. Windows update will later install the latest version, but you'll keep the DLL Files Spriter needed. Please install the Visual Studio 2013 C++ runtime. If you are on 32 bit Windows you only need the 32 bit version (x86). If you are on 64 bit Windows, you will need to install both the 32 bit (_x86) and 64 bit versions. http://download.microsoft.com/download/0/5/6/056dcda9-d667-4e27-8001-8a0c6971d6b1/vcredist_x64.exe The 32 bit version can be found here:http://download.microsoft.com/download/0/5/6/056dcda9-d667-4e27-8001-8a0c6971d6b1/vcredist_x86.exe
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my transparent image turned white after i saved it
Mike at BrashMonkey replied to Asukirik's topic in Spriter
@Asukirik Did you experiment first to see if the alpha channels are the cause of the issue? What about if you use the same image but do NOT make it skin mode? -
my transparent image turned white after i saved it
Mike at BrashMonkey replied to Asukirik's topic in Spriter
@Asukirik This really looks to me like the renderer of skin mode objects did not anticipate alpha masks.. I'm assuming your image is a gradient into more and more translucent colors. Have you tried using a solid PNG (only either completely opaque pixls or completely transparent pixels in the image, like for a body part) to see of that looks right? -
my transparent image turned white after i saved it
Mike at BrashMonkey replied to Asukirik's topic in Spriter
looks like what? did you try to attach an image? Skin mode was a proof of concept unfinished features and has several known bugs, but I'm not sure if what you experienced is one of those known bugs so don't know how to work around it. I have a feeling there's some small step you're not doing after creating the skin objects but before saving to finalize their state as a skin object and that's causing whatever the issue is when you reload the project, but that's just a guess. -
@Rezzin8 No, you can access it from here if you own Spriter Pro or the Spriter 2 pre-order here. If you do, go to the main page here and scroll down and look for Spriter 2 Private Alpha forum and read through the first post in: Spriter 2 Discussion, which is called Spriter 2 Preview. It will explain how to access the Alpha build.
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Multiple Spriter Object in Layout
Mike at BrashMonkey replied to vipin's topic in Help and Tutorials
@vipin Although they are imported into the frame, they do not exist at runtime when not in use. They should also all be 'wrapped' together so clicking any of them selects them all for easily moving them around. There is another option which is to use the draw-self mode, which you can learn about in this video: Sorry for the very late reply. Somehow several posts from people ended up in some kind of limbo and I did not see them at all until today. -
Create scml objects dynamically
Mike at BrashMonkey replied to MALENKO OLEKSANDR's topic in Spriter Implementations
I'm very sorry Malenko. I have no idea what happened. Somehow your post has been invisible and not seen in the approval que until now. (nearly a year later). No one else has reported this issue since, so I'm assuming the issue is resolved. I'm hoping you were able to contact us via another means like our Youtube or other social media accounts. If not, my apologies. Now I'm worried other people posted only to have their post end up in approval limbo as well. -
@JSamDraws IK is already present in the newest Alpha build of Spriter 2. Regarding other features, there will be many equivalent type features such as Character maps, but everything will work fairly differently and use a different file format, so Spriter 2 will not be able to load or manipulate Spriter Pro files. We also can't guarantee all features from Sprite Pro will have an equivalent in Spriter 2, but most will.
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@JSamDraws IK is already present in the newest Alpha build of Spriter 2. Regarding other features, there will be many equivalent type features such as Character maps, but everything will work fairly differently and use a different file format, so Spriter 2 will not be able to load or manipulate Spriter Pro files. We also can't guarantee all features from Sprite Pro will have an equivalent in Spriter 2, but most will.
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@Dexter Le Blanc @KeithG27 If you purchased Spriter Pro or the Spriter 2 pre-order here on our store, then you should see a special forum section called "Spriter 2 Private Alpha". Go there and read the first post "Spriter 2 Feature Preview" down to the bottom. This will explain and give you the link to download the Spriter 2 alpha build. If you purchased Spriter elsewhere like Steam, email mail@brashmonkey.com with proof of your purchase and I'll reply to your email explaining how to access the Alpha build via whichever marketplace you purchased from.
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Noob questions: how to copy/paste keyframe?
Mike at BrashMonkey replied to Pale Dolphin's topic in Help and Tutorials
@mrschaffner These videos should show the general workflow: -
@madbox "Heu. Sry i m a bit lost i m a newby in the animation world. Where can i check the fame size ? I have tryed with one frame same result but maybe my images are too big." You should use the features shown in this video to both check how big any particular frame in the animation would be and to potentially crop it and make it smaller. If this doesn't resolve your issue then please zip up your entire spriter project (the .scml or .scon file and all images it uses) and email it to mike@brashmonkey.com and I'll see if I can find the cause of the problem.
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@madbox There's a good chance the problem is not with Windows11, but with the animation you're trying to export. I think Spriter is running out of memory. What is the frame size and number of frames that the resulting animation would have? Have you tried exporting as sequential images instead of a sprite sheet or GIF?
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Spriter not starting on Windows 11
Mike at BrashMonkey replied to luckyc's topic in Help and Tutorials
@luckyc Soeey, we've not been able to find a definitive answer for Windows 11 issues yet, but while we continue to investigate, there are a few things you could try which might help. After trying to run Spriter, you can find a file called 'startuplog.txt' in the Spriter install folder. Could you please copy and paste that text either here or email it to mail@brashmonkey.com ? Another thing to try if you've not already done so is to right click on the program and try running it in compatibility mode for older versions of Windows like 10 or 7, and in admin mode. I also found this regarding the specific error message you're dealing with: https://www.thewindowsclub.com/0x000007b-the-application-was-unable-to-start-up-correctly If any of this works, please let us know so we can help anyone else who runs into this issue. -
Using Spriter For non game animations
Mike at BrashMonkey replied to RealMechIsLove's topic in Open Topic
@RealMechIsLove These are the sorts of things planned for Spriter 2. No new features will be added to Spriter Pro, so it's really not an ideal program for making fully animated scenes. -
Spriter Plug-in for construct 3
Mike at BrashMonkey replied to Mike at BrashMonkey's topic in Spriter Implementations
@Rexouer I mean did you use a feature in Spriter like sub-entities or skin-mode mesh distorted sprites. Regarding screen recording, ideally if you posted it (unlisted if you want) on Youtube and sent me a link (or post the link here if you don't want it to be private) or host the video file on some service like Dropbox or Onedrive and give me the link to it. You can also zip the Spriter project (the folder with all images and the scml and or scon files in it) and email it to mike@brashmonkey.com and I'll be able to test it directly. BTW, have you tried importing the Spriter project zip file into a new and blank C3 project? -
Spriter Plug-in for construct 3
Mike at BrashMonkey replied to Mike at BrashMonkey's topic in Spriter Implementations
@Rexouer I mean did you use a feature in Spriter like sub-entities or skin-mode mesh distorted sprites. Regarding screen recording, ideally if you posted it (unlisted if you want) on Youtube and sent me a link (or post the link here if you don't want it to be private) or host the video file on some service like Dropbox or Onedrive and give me the link to it. You can also zip the Spriter project (the folder with all images and the scml and or scon files in it) and email it to mike@brashmonkey.com and I'll be able to test it directly. BTW, have you tried importing the Spriter project zip file into a new and blank C3 project? -
Spriter Plug-in for construct 3
Mike at BrashMonkey replied to Mike at BrashMonkey's topic in Spriter Implementations
"Hello. I encountered a problem that I can no longer import a project from spriter to Construct 3 using a zip file. There is nothing happening for me specifically. Tried on older versions to import my character - nothing happens either. Check to see if it works for you. " @Rexouer, Are you using a Spriter feature you were not using before in the animations? When you say you are using an older version to import your character, do you mean an older version of Construct 3, or the spriter plug-in, or an older version of your character spriter file? If possible please send us a screen recording of your exporting process, creating the .zip, and dragging it in to import the character into Construct. Thanks. -
PNG Batch export issue with bounding box
Mike at BrashMonkey replied to Jcbk101's topic in Help and Tutorials
We might have to see your actual project to be able to figure out exactly what's happening. As a guess maybe your animations have the character's feet at different heights relative to the zero/zero coordinate (sometimes called the hot-spot or anchor point) of the animation. Could you zip up your whole spriter project (the folder with spriter or scon file alond with all the images it uses)and email it to mike@brashmonkey.com and I'll take a look ASAP? -
Everything from the data format to the UI, workflow and feature set are extremely different.
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converting spine files to spriter
Mike at BrashMonkey replied to tomat's topic in Help and Tutorials
Sorry, there is no direct way because the data formats and more importantly the actual features are very different between Spine and Spriter. The one option would be to export your Spine animations as full frame sequential images or sprite-sheets. At which point you could then use them as normal sprites in your game engine or create a Spriter file which uses all the full frame images to recreate the animations. This would allow you to use Spriter's timing, collision rectangle, triggers, and action point features, but of course you'd unfortunately lose the benefits of tweening (smoother animations which take far less memory) and the potential for character maps (swapping out body part, costume, weapon images etc. on the fly) -
Spriter Plug-in for Construct 2
Mike at BrashMonkey replied to Mike at BrashMonkey's topic in Spriter Implementations
@Rexouer Sorry, no. I do plan on making new videos and documentation for using Spriter in construct 3, and the features and usage are virtually identical so that should suit your needs, but I'm really spread thin at the moment, and these things take a long time to make, so you should not postpone your own project by waiting for new documentation. Most of all that (in your image) is the same as normal Construct sprites (changing animation, pausing, rotating etc.). Blending animations literally lets you set a secondary animation for the spriter object to be "tweening" with for each frame, and to what percent, so, for example imagine if you made two different idle animations for a character, one being very energetic and well rested, and the other being really exhausted, slumped over, and breathing heavy... You could have a variable for fatigue in your game, and when the character is not moving you could always be blending the two different idle animations (very rested vs very tired) to whatever degree makes sense based on how fatigued that character is. This typically effects all bones equally, so this alone won't give you want you want for animating the arms and legs completely separately, but there is an advanced technique for completely overriding control of specific bones and controlling them with events in Construct instead of the Spriter data. I've never used those particular features though so I can't tell you for sure if that will give you what you want or how to do it. I'll ask Edgar (Spriter's programmer) In the meantime, here is an old video I made which covers many of the basics for using Spriter objects in construct 2 and 3 -
Spriter Plug-in for Construct 2
Mike at BrashMonkey replied to Mike at BrashMonkey's topic in Spriter Implementations
Thanks for your patience and sorry for the confusion. I've now fixed that broken link you reported. To clarify, it was supposed to link to where I was sending you... Aside from the Spriter manual I also linked to, our Youtube tutorials and random forum posts, this is all the total documentation there is. The youtube tutorials can be found here: