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Mike at BrashMonkey

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Posts posted by Mike at BrashMonkey

  1. Hi airro,

    It seems Spriter needs some version of OSX around 10.7 or higher. I'll try to figure out the oldest version of OSX that Spriter will run on and put a "minimun system requirements" notice near each version on the new website once I get this information locked down.

    It's also possible after 1.0 is released that Edgar might have time to try and make Spriter compiatible with older versions of OSX, but we cant promise that.

    cheers,

    Mike at BrashMonkey

  2. It doesnt mean anything. Red usually just signifies the pivot point is selected....so I guess the fact that when you go from frame to frame, the fact that it goes from red to not red is a minor bug.

    Thanks for spotting this.

    cheers,

    Mike at BrashMonkey

  3. Thanks so much for taking the time to report and hunt down the specific action causing the bug tombmonkey!

    Finding the cause not only allows Edgar to fix the issue much quicker than he otherwise could, but also allows you to continue working with the current build with the ability to avoid the issue.

    cheers,

    Mike at BrashMonkey

  4. Hi Nerdbox,

    I think the reason no-one responded is that youre request is too vague...

    What perspective is the RPG? Is it super-deformed, realisitc, 3/4, isometric etc. etc. ?

    Also, you specifically mention pixel art, which currently Spriter does not support perfectly well, as there's not yet a way to turn off partial/pixel coordinates and filtered scaling.

    There will eventually be a pixel-art friendly mode for Spriter, but not likely until after the initial release of Spriter Pro 1.0

    best of luck with your project.

    cheers,

    Mike at BrashMonkey

  5. Hi bobo,

    Until Spriter 1.0 is feature complete and released/delivered to all paying customers we must remain focussed on that.. However, we're getting close, and once Spiter 1.0 is released, we'll switch focus to helping get Spriter fully supported on all popular authoring systems.

    The next Spriter release should be out in a matter of days and will include most of the remaining 1.0 features... stay tuned...

    cheers,

    Mike at BrashMonkey

  6. Hi jayderyu,

    Sorry I haven't responded to this until now. One great thing about Spriter is even for those of us not skilled in art or animating, we can still make placeholder animations (if if they look really basic and rough) and get it all working in the game.

    This is what I recommend you do...It's very hard to ask someone for free help for a game they can't see, which might never come to fruition...

    On the other hand, if you got the game mostly working, but with your own placeholder animations (no matter how bad they looked), it would make artists much more willing to help, as it would be much more clear that they would not be doing free work for nothing.

    Nothing entices an artist (who might be willing to contribute work) more than an already working game with bad art that they can replace.

    best of luck with your project!

    cheers,

    Mike at BrashMonkey

  7. Hi jcjunglebob,

    For now, until Spriter 1.0 is feature complete, we have to maintain heavy focus on that...however, once we're able to release 1.0, we'll shift focus to helping the developers and communities to make sure all major authoring systems have full Spriter support.

    Also, the nect few releases of Spriter should introduce many important and fun features which should also help entice developers to get back into Spriter suport development with much enthusiasm.

    The next build shouldn't be too much longer...stay tuned... ;)

    Mike at BrashMonkey

  8. Hi gatti,

    for 1, I assume you mean set the timeline to represent a frames per second time-line, which would require the user to set an "arbritrary" FPS, and then each notch on the timeline would represent one of these "frames", so, for 24 frames per second, each 1 second segment would have 24 notches... enough people are requesting this because its what they are used to with other animation programs, so we'll almost certianly support this at some point. Please keep in mind though, Spriter is for creating tweened animations that universally addapt to the best fram-rate possible on any given platform/device, so within Spriter itself, a specific FPS is indeed arbritrary...which is why the timeline uses seconds just broken into a very fine resolution. again though, because many people are used to animation based on so many frames per second, we'll likely add this some time in the future...but almost certianly after the initial release of Spriter Pro 1.0.

    for 2, The feature already exists for zooming the timeline in and out, at least on windows devices with middle mouse wheels. Just left click anywhere in the main timeline, then hold Cntrl and use the middle mouse wheel.

    cheers,

    Mike at BrashMonkey

  9. Hi stephan_h,

    Ah. Yes, currently there's no automatic way to do this...at the moment you need to copy to all keys and then delete the keyframes in the timeline for that specific object that you want removed... this will keep the object in the entire animation without any unwanted keys. I'll speak to Edgar today about a future feature to make this easy.

    I think thats what holding Cntrl while dragging an object or sprite on screen was supposed to handle.

    I'll report back here when there's more concrete information.

    cheers,

    Mike at BrashMonkey

  10. Hi kimo,

    Are you aware that character maps are per entity? Also I believe baking charactermaps into an entity removes the character map when its done baking, as it is useless and redundant after that point.

    I'll test these feature more thoroughly tomorrow (it's past midnight here)... but in the meantime, can you let me know which OS you're suing Spriter on...also, any more specific details regarding the bugs, like a step by step way to reproduce them would be really helpful.

    thanks very much for taking the time to report problems. We'll get to the bottom of it ASAP.

    cheers,

    Mike at BrashMonkey

  11. Hi tedpottel2,

    There are two things going on to explain this:

    1) The frame images are not cropped on a per frame basis, but all cropped based on the the maximum height and width reached by all frames combined.

    2) The cropping is based on the actual "canvas size" of all the images used to make the frames...so if your images all include "borders" of blank pixels, this will be reflected in the exported full frames....in other words, its cropping to the boundaries of the actual images, and not cropping based purely on whether or not the pixels have color and opacity data.

    I agree that ideally the images (frames) could be cropped to remove all borders of clear pixels. I'll report this to Edgar ASAP.

    cheers,

    Mike at BrashMonkey

  12. Also temporary objects try to interpolate with original position when next frame doesn't exist.

    Look at animation test_temporary in attached file after keyframe 750ms watch it move back toward original keyframe

    it might also be called test_transient.

    Hi again,

    At least as far as I can see, theres no animation in this .scml matching either name you gave, and I don't really understand what you are describing. could you possibly make a screen-recording video showing what is happening and explain what you'd expect to be happening in its place?

    thanks,

    Mike at BrashMonkey

  13. Can we still not modify pivot points in the ObjectProperties window? I cant use the pivot point during animations? Seems like a big issue?

    Hi simnon, what exactly do you mean by "I cant use the pivot point during animations?". You can click and drag a sprites pivot point at any point in the timeline to change its position...what exactly do you need to do and how would you like to be able to accomplish it?

  14. Hi grayborders,

    We can't be completely sure if its a bug or something you're doing "wrong" unless you send us your Spriter project and describe exactly what you're trying to do so we can look deeper into it.

    Z order not being part of pasting into new frames or animations is a known issue. We plan to make this more effective in a later build, but is not simple becuase each keyframe can have a totally diferent number of bones and sprites, and in a totally different order.

    That said, Spriter should not be creation "new" or redundant or mysterious bones durring a paste, so it seems like what you're describing is a bug.

    If you're willing, please send a zip of your spriter project file (the scml file and all subfloders with images) and we'll take a look the first moment we get a chance. Please send it to mail@brashmonkey.com along with a description of what you're trying to do. Of course we won't share the files with anyone.

    cheers,

    Mike at BrashMonkey

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