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Mike at BrashMonkey

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Everything posted by Mike at BrashMonkey

  1. 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
  2. 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
  3. 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.
  4. 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
  5. 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
  6. 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
  7. 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
  8. cool, awesome work, Erik1! cheers, Mike at BrashMonkey
  9. 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
  10. 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
  11. 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.
  12. A quick overview of Spriter's features for exporting finished animations to sequential PNG images.
  13. 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
  14. 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
  15. 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
  16. Thanks for pointing this out, sunkai. Edgar will fix this as soon as he can. cheers, Mike at BrashMonkey
  17. 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
  18. 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
  19. 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
  20. Very cool, and fantastic looking games Cheerio. cheers, Mike at BrashMonkey
  21. 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
  22. Not currently. We'll look into that once all key featers are implimented. cheers, Mike at BrashMonkey
  23. 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
  24. 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
  25. 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
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