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Posts posted by Mike at BrashMonkey
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18 hours ago, Jonybir said:
Btw will I be able to open spriter 1 files with spriter 2 right? I mean we got so many spriter projects saved on spriter 1.
Also can you write detailed guide how to enable or disable weapons or trigger effects on spriter 2 animated files in unity?Example : Say i have a player who can switch weapons. I want idle animation with weapon and w/o weapon. Play sound effects when i fire gun. Play slash sound etc. Or maybe enable weapon if I find certain weapon and now the Idle animation and other animations are all with that gun/weapon holding in the players hand.
Also how many features we going to get as shown here in spriter2/alchemist?
The file formats are completely different between Sprite and Spriter 2, and so are almost every aspect of the way images are manipulated and displayed. It's not impossible that we will make an importer or converter, but definitely don't count on that happening for sure.
There will be lots of tutorials for using Spriter 2, but it's too soon for that because even the core features are not fully implemented yet, and character maps will come after that.
It's impossible to say how soon and which Alchemist features will appear. We plan for all of them to eventually become available, but since the Kickstarter did not meat its goal it will take longer than it would have.
Please keep an eye out for our update posts and update builds for Spriter 2 roughly every two weeks . -
Yes, Spriter was designed to animate one character at a time, especially for games. You'd need to script multiple characters interacting, environments etc in the game engine for best results.
Spriter 2 will likely end up much more capable and flexible for animating entire scenes. -
30 minutes ago, yaslin1 said:
yes i thought i post in a right forum.
how is this related to Spriter? This seems like a Phaser question.
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Absolutely, Unity will always be among the fastest updated and supported directly by us for Spriter 2.
Yes, Spine has first party support for many engines and has mesh deforming features, these are two major issues Soriter 2 will address.
Thanks very much for the support and thoughtful post. -
2 hours ago, Jonybir said:
Will we be getting it this year or nope?How many more years we need to wait? Can you not get someone from community to help you guys? Example someone else to make detailed tutorials on how to use it or help you on code? There are also lot of affordable people to hire from fiver and etc websites.
Please keep an eye out for the update notes and new builds every 2 weeks. The next few builds should get the three core features (bones, 'pins', and 'strokes') in and working together, and things should pick up momentum from then on. Our goal is to get all the core features in and working nicely as quickly as possible. Estimates are dangerous and nearly always wrong. The best way to assess progress is to keep an eye on the update build releases.
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1 minute ago, Mr. BUG said:
On the Spriter 2 Pre-Order page it is said: "IMPORTANT: If you've already purchased Spriter Pro in the past you do NOT have to make this purchase. You will automatically receive Spriter 2 as a free upgrade as soon as it becomes available and will be able to register for private alpha testing once it is ready."
So, will I receive Spriter 2 as a free upgrade if I have Steam version of Spriter Pro?
Yes, the Steam version of Spriter 2 via Steam.
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10 hours ago, Jonybir said:
Can you release spriter 2 already? Or you have lost interest in this software? Btw was wondering what happens when you at some point stop developing this software? Since its closed source no one else can access it.
All Spriter Pro owners have access to the Spriter 2 alpha builds which are now updated on a roughly 2 week schedule. We're really sorry for all the long delays to this point and are developing it as fast as we can while simultaneously making sure we don't rush any aspect of it's data format or code base in a way that would cripple it's development in the future. There should be an update any moment now with information on what's currently being worked on and a new build shortly after that. We're doing our best to provide frequent update builds and progress reports as we work towards getting all the core features fully functionally and tied in with each other and the required UI as soon as we can.
We have big plans for features and expansions well beyond the release of version 1.0, which is a big part of why it took us so long to get to this point (making sure the core code and data format are future-proof and will easily support the more advanced features we plan down the line.)- Kacper Jaremko, joemid, Jonybir and 1 other
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On 12/28/2017 at 12:01 AM, anty21ro said:
I have a suspicion it's a NW.js issue and it's becasue your png images are pure black and white. Try replacing them with full 24 bit pngs with color data and see if they then appear correctly in the NW.JS exported version.
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Unfortunately there's no such thing as avoiding problems an any OS, especially Linux as there are so many variations that people continue to use. Also, [please keep in mind even the Mac represents a tiny percent of our user base or purchases, but requires equal time for customer support and bug fixes, Linux is even more so that case. The only possible way for a small business to support Linux is to support only the most commonly supported Linux distro.. in our case, we would only target support for the same exact distro of Linux which Steam requires, since our products are also on Steam.
The Windows version of any product which exists across many platforms is typically going to be the best supported, becasue it produces the most revenue to keep the developers alive and it gets the most through testing from the multitude higher number of users so the best bug-reporting.
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On 6/15/2020 at 7:57 AM, stacy said:
Hi everyone.
Just curios why on official download link for mac I get R9 version.
R9 is the most recent build for Mac.
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Construct 2 and 3 don't have built-in ragdoll functionality. Maybe you could use Spriter's overide feature combined with Constructs physics behavior, as in this case: https://www.youtube.com/watch?v=hVsKv3cAC_4
Please post your English translations. I thought your post was spam. Fortunately, I checked through Google translator.
Конструкт 2 и 3 не имеют встроенной функциональности ragdoll. Возможно, вы могли бы использовать функцию перерисовки Spriter's в сочетании с поведением физики Constructs, как в этом случае: https://www.youtube.com/watch?v=hVsKv3cAC_4
Пожалуйста, разместите ваши переводы на английский язык. Я думал, что ваш пост был спамом. К счастью, я проверил через гугл переводчик.
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16 hours ago, ChadoriXD said:
Hi,
Is there any news to this?
Is there a way we could get priority support for this?
Thank you.Sorry about the delayed reply. Edgar has it on the top of his to do list and will work on the issue as soon as he can. We'll report back here when there's a new build to try which will hopefully resolve the issue for you. Thanks for your patience.
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Did you post in the right forum? Does this have anything to do with Spriter?
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10 hours ago, Baks said:
On Scirra I can't see to download the new version, the last version available is from Sunday, January 20, 2019
Don't worry, that is a self-updating executable. It will download the latest code into itself automatically.
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There is no rag doll feature in Spriter, you have to hand animate everything by posing key frames and it will tween between them.
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On 6/7/2020 at 8:48 PM, Jonybir said:
after doing as instructed the option in drop down menu to try spriter 2 has not shown up. Hope this such a long wait for spriter 2 will be game changing for us developers. Its been a long really long wait.
https://gyazo.com/03644b3561803021a7767e57a92651a5Both Edgar and I just re-tested the system, You did enter the password correctly but now you must go back up to the drop down list just above this message and now the Spriter 2 alpha is selectable. Choose this and Steam will replace Spriter pro with the Spriter 2 alpha.
The next few update alpha builds won't be usable for actual projects, as we are introducing each core feature and then incorporating it with the previous feature. A lot has been done for all core features under the hood and individually, but it will be a while until it can all be brought together and tied in with the UI necessary to access all the features properly. New Alpha builds are now released roughly every two weeks, so you should see tangible progress on a regular and frequent basis.
Thanks as always very much for your support and patience and we do apologize for the large delays on the way to Spriter 2.
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On 6/6/2020 at 1:36 PM, Wasamonkey said:
When I try to use the Steam link I'm greeted with this message.
Sorry!
An error was encountered while processing your request:
It looks like we are either unable to load this forum at the moment or the forum requested doesn't exist.
You must log into the website version of Steam first, with your Steam account which owns Spriter Pro, then the link should work.
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If the target platform is PC it's highly unlikely there will be a performance issue, unless you have a huge number of these Spriter objects or other elements to your game eating a lot of processing power. It's worth a try to switch over and see.
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31 minutes ago, jorge oliveira said:
thanks for the reply
haha yes, thats what im doing right now and i can change the weapons in construct without the need to add them to spriter, and it works fine, except... if i have deformations in the animation width or height or even just flipping the image in spriter, it wont translate to construct...if i could select the spriter object´s height and width in construct it might work, but there only seems to be an option for scale ratio ...so basically it works fine for position and angle, but nothing else...
anyways if it doesn´t work it doesn´t work, ill just have to compromise, but hey since you guys are working on spriter 2 maybe add those options, to manipulate an individual object´s height and width, and also adding that movie clip ability for looping a sub-entitie´s animation automatically heheh
Can't you check if the sprite is mirrored and mirrored it's replacement sprite via the same event? You should be able to unless you are using the draw self mode and are not using the spriter object in the mode that uses Construct sprites for each body part. You should theoretically be able to copy all of it's transforms (height, width, angle, opacity, and whether or not it's mirrored)
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A fair criticism. We'd not anticipated Spriter 2's development taking this long, and the intent was to (in a timely manner) replace Spriter Pro for most users with a more stable and powerful tool which would also be faster and easier to debug along the way when issues were found. We truly are sorry for that and very appreciative of the patience and support the community has shown us. We're very humbled by it and determined to finally get Spriter 2 to a fully usable and state and ready to improve on the Spriter Pro experience in every way as a free upgrade to a much more powerful and flexible tool.
That said, the vast majority of bug reports we've received for the last several builds of Spriter Pro are from people using the officially incomplete and unsupported skin mode. (which, again Spriter 2 is meant to alleviate by offering far more powerful and well supported deforming features ).
Most of the remaining bug reports we've been able to resolve by finding it was user error or easy issues to avoid once the user knows how. (not using unnecessarily giant images, avoiding quirks like you can't try to scale a sprite by the top left scaling widget, etc.)
Are there specific bugs which you've reported which we've not been able to help you with? As I mentioned, we've been able to resolve most of the ones reported to us for most users. Hopefully we can do the same for you.
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Not directly, no. You're using the right approach by using a place-holder sprite in Spriter, and then controlling it in construct. You could try making it display a totally invisible frame once it's in construct. (just find the sprite and erase all pixel data from it's frame) and then have an event that every tick-sets the replacement weapon sprite in the same exact position and angle and scale as the place-holder sprite, and having events that check if specific character maps are active and if so, then change the sprite to specific animations.
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3 hours ago, thegodo said:
Hi Mike.
Any update on this? (I mean Updating animations wtih no replacing method)
Sorry, not yet. When Edgar gets a chance he needs to follow up wit5h Ashley at Scirra to work out the real solution. Sorry for the inconvenience. We'll report back here as soon as we're making progress on this.
Questions regarding using Spriter Pro
in Help and Tutorials
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I guess I misunderstood your original question, and I think I still do, are you trying to make animations in a different program and convert the animation to Spriter format after the fact?
I guess referencing the open source spriter run-times will help you understand the data format, and you can post the resulting spriter file that is broken and someone might be able to tell you what is wrong with the conversion.