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Mike at BrashMonkey

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Posts posted by Mike at BrashMonkey

  1. No, that's not possible. You'd need a character map system that actually can replace bones or shorten bones to go along with the shorter images. This does not exist in Spriter Pro but eventually Spriter 2 might allow for such things.

    You might need to create a scaled clone of the entire Spriter project for smaller characters, and then repaint the reduced-sized images for the new shorter characters.

  2. 15 hours ago, xlordt said:


    I would like to purchase SpriterPro on Steam, but before I do. I would like to ask if Srpiter 2 is still in development? According to this form, things seems to have gotten

    a little stale in the past few months. Can't wait to see the diff between SpriterPro and Spriter 2.



    Yes, Spriter 2 is very much in development and we're working on a big update announcement. Progress can be followed here: https://brashmonkey.com/roadmap/

  3. You are correct, the 2 unity runtimes for Spriter are both third party created and open-source on Github. I had heard fairly recently that the developer of SpriterDotNet for unity was planning on an update, but I've not heard news since then. 
    Unity support for Spriter 2 will always be up to date and first-party (made and maintained by us), and we'll check in on SpriterDotNet for unity and see if an  update is still in the works or planned, but ATM we can't do anything directly about it.

  4. On 7/17/2019 at 6:16 AM, KirselAndise said:

    I'm on my ASUS Laptop using the free version of Spriter.

    I went ahead and created a subfolder and added my sound file as well as your extracted sound file 'mmm'. I see the subfolder in my palette along with both sound files. Your sound file did not work either. I'm not sure how I can see how long my animation vs the sound file is. But if your sound file is short enough to work normally then I do not think the length of the sound file is the problem as that one doesn't work either.

    Thank you so much for responding, I truly hope we can get this working!

    I just remembered, make sure the the entire sound fits in the timeline from the point you place it.. if the sound file is too long to fit in the timeline it might not play at all.

  5. The art packs are for use with Spriter, but with Spriter you can export finished animations as sequential images or sprite sheets at your desired FPS and resolution, then load the resulting art into ProMotion for final clean-up.. especially if you're desired end result is high quality pixel art.


    Once your animations are sprite sheets or sequential images I'm sure Godot like any game engine can support them fine. I don't know if anyone has made or begun making an actual Spriter plug-in or example code for Godot yet, but if you desire retro pixel art you likely don't need direct Spriter support in the game engine.

  6. Is it the Steam or non-Steam version?

    What exact version of Windows are you running on?

    Did you totally uninstall all current versions of visual studio first and the install BOTH the 32 bit and 64 bit versions of visual studio 2013 from the links provided?

    One user a long time ago couldn't successfully install the needed DLL's beause they had an overzealous anti-virus program running which blocked the install of several DLL files without really telling him. He had to deactivate the ani-virus software, install, saw that it then worked, and then white-list those DLL files so the anti-virus program wouldn't break it by quarantining the DLL files again. Hopefully you won't need to jump through such hoops.

  7. Have you followed these instructions?

    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
    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 let me know if that works for you.

  8. Hi NazukFarnas,

    I assume you're talking about the previous and expired Humble Bundle and there's not a new one going on now, right?

    We've done such a bundle a couple times in the past many years as a combination charity and to build the Spriter user base. If you don't want to pay full price there are sales coming up for the Steam version (which is the same version provided by the Humble Bundle) and we'll likely have a holiday sale on our store too.

    It's also possible but no guarantee if or when it will appear in another Humble Bundle.

  9. On 10/13/2019 at 5:55 PM, Sam said:

    I still get this bug where the images move at different speeds - Is there any workaround for this? 

    Yes, move them all with the arrow keys. Otherwise, this is what I discovered, but it's really hard to explain so I made this video.


  10. On 4/25/2017 at 7:51 PM, RogerPaladin said:

    When I set the scale of x and the scale y of the object to 0, it moves to the point (680000, 680000) and then it is impossible to work with this object.

    Yes, please everyone never set a scale ratio to zero.. something like 0.01 will give you the same results and avoid all the bugs around using zero.

  11. On 8/31/2017 at 2:59 PM, MoonStar said:


    1. I selected 2 images

    2. I scaled their x down to 0 on the object properties panel

    3. Wrongly clicked another sprite and moved it

    4. pressed ctrl+z to undo this action

    5. crash


    reproduceable: always




    Things should be much more stable if you never set any dimension attribute to zero. If you set it to something like 0.01 instead you should get the results you want. Let me know if that helps avoid the crashing issue as well. Thanks.


  12. Sorry, we only officially support Ubuntu 14 due to the potentially unending compatibility issues each new version introduces.  We spent a disproportionate amount of time fixing Linux compatibility issues during the years after initial release, and with our small team, it's just not sustainable.

    We'll likely officially support a newer version of Linux with Spriter 2, but not all versions as that's just not viable. 


  13. There's no way to make a child of a bone also a parent of that same original parent so we'd have to figure out another solution, I don't think any would be more than a little automated. Whether you're using the finsihed animation as just an exported sequence of images/GIF or using a Spriter plug-in in a game engine might also determine what the best solution is.  For example you might be able to save time using sub-entities (animate one of these and have multiple clones of this animated  object in the dully assembled vehicle) BUT sub entities aren't supported directly by any of the plug-ins as fr as I know, so it might only be useful if you just want to export your animation as GIF or sequential PNG images.


  14. I'm not sure why this is happening, but it could be a glitch associated with the very large size of the resulting images. Your best bet might be to scale at 100 percent and use an external program to batch process and up-scale the resulting image after the fact.

  15. Sorry for the delayed reply, and for not having an easy solution. I've tried the things you said you tried and as you discovered, they won't get you your desired results.
    What is the target platform for the final animation?

    If it's in a game engine like Construct or Unity, you could possibly pin the final lip sequence as a sprite to the head of the character inside the game engine instead of inside Spriter.

    If you only care about inside Spriter itself, or exporting the final animation as a sequential image sequence, then you could use the sub-entity feature.


  16. OK, I think I figured out the cause of the bug. If the objects are selected by any means out of sequential order from top to bottom in the z-order then when you click and drag then the movement will have this bug.
    If you are careful to make sure to select them in x-order from highest to lowest (this is easy if you select them via holding shift and clicking on them in the z-order list) then it seems all the selected objects will properly move in unison.

    Please let me know if you can confirm this.

  17. OK, I confirmed the bug in Windows On my end, but it doesn't happen every time. I'm trying to figure out exactly why it happens some time and not others. The good news is every time it happens If i stop moving the objects, undo and reelect them then it always works properly then next time you multi-select and drag.


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