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Mike at BrashMonkey

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Everything posted by Mike at BrashMonkey

  1. Thanks for reporting the feedback blazah99, Of course all such issues will dissappear in a matter of time...hopefully for this user he'll give Spriter another try once its out of beta and once the Flash Builder support is fully working. cheers, Mike at BrashMonkey
  2. Thanks for the bug report sunkai. cheers, Mike at BrashMonkey
  3. great bug reporting guys... keep them coming and Edgar will take care of them as soon as possible. cheers, Mike at BrashMonkey
  4. There will be a very easy way in a future build, but not likely the next release. -Mike at BrashMonkey
  5. Nicely done. Also, welcome to the community and thanks very much for supporting Spriter! cheers, Mike at BrashMonkey
  6. Hi Zeldafreakneo, Spriter is a universal tool for making real, tweened animations that could be used for virtually any modern platform or authoring system, so by default (and for now it's the only option) the timing is completely independant of FPS and is instead based purely on fractions of a second... depending on your computer's speed, or the speed of your game-engine and the target device, the FPS at which the Spriter animations will be played back might be very diferent, but the duration and timing of the animation should be identical across the board. For example, no mater what the FPS is durring playback, if you set a punch animation in spriter to take 1 full second, with the fist reaching full extension at the half-second mark...this will be true no matter what the FPS. Eventually we'll likely add a way to switch Spriter's timeline to an FPS mode and force Spriter to play back animations at a given FPS, but can't guarantee how soon this feature will be added. I hope this makes sense and answers your question. cheers, Mike at BrashMonkey
  7. Hi everyone, Don't worry, features such as deformation will warn users to make sure their game engine can support it.. @ Misj' Great idea, we'll see what we can do, but that would certianly come some time after 1.0 cheers, Mike at BrashMonkey
  8. Not likely in B6, but certianly shortly after. Sorry for the continued delay for B6. Edgar is working tirelessly and its almost ready for the community to test. cheers, Mike at BrashMonkey
  9. Thanks for all the great suggestions, everyone. please do keep them coming! @ running727, Have you seen this video? The feature is already in the works.
  10. Thanks so much for the support and kind words mattcusprime. Best of luck with your project. If you have specific questions about the file format that are not answered here: viewtopic.php?f=3&t=12569 then you can send an email directly to lucid@brashmonkey.com cheers, Mike at BrashMonkey
  11. Hi Everyone, The content of the first two art packs are finished, but they are currently in a disorganized state and will be of limited usefulness until a few important features are added to Spriter Pro. Specifically the ability to scale the project (including images) to fit the needs of your game, the ability to merge multiple projects into one, and the ability to re-order and rearange animations and entities. We also must decide on prices for each of them and build the ability to preview and purchase them into the new website, which will also take a little time. The goal is to release the art packs at the same time as we officially release Spriter 1.0 and we are on track to do so. In the mean-time, if you go to http://www.brashmonkey.com a find the download example .scml file link , you can download a very barebones version of the platformer art pack's player character, which you can use to animate with, but you of course you will not want to use it directly in a game without drawing over the character images so that its not identical to the art-pack grey character. Here is the direct link to the .scml file: http://www.brashmonkey.com/temp/GreyGuy.zip cheers, Mike at BrashMonkey
  12. Hi Krum, I get the feeling you'll need to contact the developers more directly to get a question like this answered. Best of luck, cheers, Mike at BrashMonkey
  13. Hi muzige2000, You might have better luck getting an answer in the Spriter implimentations section of the forum specific to Cocos2d... viewtopic.php?f=3&t=870 Please keep in mind, Spriter is still unfinished and most authoring system implimentations are either just beginning or unfinished. Once we release Spriter Pro 1.0 we'll shift focus on helping to make sure Spriter is fully supported on all major authoring systems including Cocos2d. cheers, Mike at BrashMonkey
  14. cool, awesome work, Erik1! cheers, Mike at BrashMonkey
  15. Hi Candescence, If you go to http://www.brashmonkey.com and the downloads section you'll see a link to a sample Spriter .scml project. This has a grey generic platformer player character rigged and ready to animate. Furthermore, once they're finished, (around the same time Spriter Pro 1.0 is ready) we will release both "commercial" and "essentials" fully animated art packs. The commercial art packs will be much more robust and be modestly priced, whereas the "essentials" versions of all art packs we create will be free to all Spriter Pro owners. I hope that helps, cheers, Mike at BrashMonkey
  16. Hi onionsack, This would depend on the game-engine/authoring system you're using much more so than Spriter. It's a cool idea, and we'll encourage plug-in makers to keep in in mind when supporting Spriter, but there's really nothing that has to be done to Spriter's editor or data format to make this happen, its all on the game-engine/authoring system/plug-in side of things. cheers, Mike at BrashMonkey
  17. I think this is a great suggestion tombmonkey, and these are exactly the kinds of features we'll be focussing on once all major features are implimented. We are very dedicated to making Spriter as easy, fast, and enjoyable to use as possible, and look forweard to when we can shift gears towards this aspect of improving Spriter. cheers, Mike at BrashMonkey PS, as always, beuatiful art/animation.
  18. A quick overview of Spriter's features for exporting finished animations to sequential PNG images.
  19. Hi Pfaeff, http://www.brashmonkeygames.com/brashmo ... Bug_b5.zip I moved the key frame to 0 in the time line by multiselecting the objects individual keyframes and dragging them to the beginning of the time line...Obviously it should work just by dragging the main keyframe...Edgar will look into the issue when he gets a chance. Well try and look into the other bugs, but can you describe a step by stem way to reproduce these errors so we can examine them more closely? About the blurry thing..This is normal image filtering when stretching or rotating an image. Some time after version 1.0 of Spriter is released we'll be adding a pixel-art friendly mode with will use non-filtered scaling etc, and not allow partial pixel coordinates etc. PS. Ay particular reason uyou have a bone for the sword? I'd normall assign the sword to the hand bone....and also set the pivot point for the sword image where it centers in the hand...that way, not only would the sword move naturally with the arm and hand, but you could still naturally rotate it i nthe hand. The bone seems redundant to me. cheers, Mike at BrashMonkey
  20. Hi winson, We've not forgotten CC, but the overall Spriter development delay that had been caused by Edgar's old injuries made it especially important that we focus on Getting Spriter 1.0 feature complete and then finishing the documentation for Spriter implimentations ASAP. This will make it easier for the comunities and developers of all authoring systems to fully support Spriter. After this point, finally getting Spriter supported for CC should not take long at all. But just to put it in perspective, due to Spriter not yet being feature complete, theres no authoring system out there that comes close to offering full Spriter support, so in this way, CC is not really in a different boat. cheers, Mike at BrashMonkey
  21. Thanks so much for the kind words sunkai. We are obsessed with making Spriter the game animating tool we always dreamed of, and the next release that Edgar is trying to finish up should make that quite obvious. Stay tuned. ;) cheers, Mike at BrashMonkey
  22. Thanks for pointing this out, sunkai. Edgar will fix this as soon as he can. cheers, Mike at BrashMonkey
  23. 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
  24. 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
  25. Hi p3nguinc4g3, Both suggested features are planned. As for your trouble deleting the first keyframe, can you tell us what OS you're running Spriter on? We'll look into the issue asap. cheers, Mike at BrashMonkey
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