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Mike at BrashMonkey

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Posts posted by Mike at BrashMonkey

  1. 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

  2. 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

  3. 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?

  4. 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

  5. Hi. I know there definitely needs to be some more complete documentation for the C2 plugin. For now the best advice I can give is Scirra's recent blog entry goes over some of the basics of how the plugin works, and the Spriter thread in Scirra has the basics of importing: http://www.scirra.com/forum/topic59694.html

    And from there, you can treat the scml plugin almost exactly like you would a sprite plugin using a separate collision sprite for now. We will create more in depth tutorials, but we're on the home stretch for Spriter 1.0, and we're fully focused on that, at which point we will update the plugin to support all features, and then we can do a more complete tutorial.

    Thanks for your patience, and if you have a go at it, please feel free to ask specific questions if you get stuck somewhere, but the in depth tutorials will probably come after Spriter 1.0.

    cheers,

    Mike at BrashMonkey

  6. We're working to fix that. From what we were able to determine, certain virus scanners have alerted users of our downloads simply because they haven't been around that long, and they contain executeables. If enough users have their virus scanners to automatically forward that information, or manually forward it, it causes this message to begin to appear. We just have to file a request and wait it out.

    In the meantime, you can download the files by choosing to continue to the website.

    -Mike at BrashMonkey

  7. You need to paste the shadow to all frames per animation. Theres a feature called paste to all frames in the menu.

    With Spriter, each keyframe can have totally independant objects, more, less, totally different....if you paste in one frame, its not automatically in all.

    However after all critical features are added to Spriter, we'll likely add features to make such tasks easier...especially regarding z-order when pasting to multiple frames etc.

    cheers,

    Mike at BrashMonkey

    Sorry, but I haven't read through the whole thread.

    I got a problem in my test case: Got four animations, wanted a shadow(simple sprite under object) to them all, I added it to one animation, then tried to just copy paste it to the others, I get the object in the timeline, but it doesn'a appear in the hiearchy.

    Is there a work around? Otherwise this would be really nice to get added!

    Thanks

  8. Hi tedpottel2,

    If you click on a key frame in the main timeline , then press delete does it not delete the keyframe for you? It's supposed to. I don't have a linux device to test on, but it works fine on PC and Mac.

    Have you watched all the tutorial videos?

    Did you know there's a manual built into Spriter in the menu under help?

    If delete for keyframes still is not working for you, please let us know what OS, build of Spriter your're using, and method you're trying to use to delete keyframes.

    cheers,

    Mike at BrashMonkey

  9. Hi,

    Thanks so much for reporting this.

    Actually it was a late night error on my part, where I acidentally uploaded a game I was making for a client to the main BrashMonkey directory instead of a sub-folder.

    I'm glad you brough it to my attention so quickly.

    cheers,

    Mike at BrashMonkey

  10. Hi Everyone,

    Edgar hopes to get the hotfix out within the next 2 days.

    The hotfix will make the file no longer corrupt, BUT unfortunately the data that is lost (those objects) is truely lost and we have no way to retrieve.

    The corruption is caused when a user deletes the last frame in any animation which contains one or more objects which are also in other animations....basically, it will remove those objects from ALL animations.

    So, the most comon cause of this data corruption is a workflow that includes cloning animations and then deleting every frame of a specific object from the cloned animation...as this is guaranteed to delete objects that are shared in other animations.

    Of course we'll post news of the hotfix as soon as it's ready on Facebook, Kickstarter, these forums, twitter etc.

    thanks everyone for the testing and patience as we iron out this issue.

    cheers,

    Mike at BrashMonkey

  11. Are you using Contrl+Shift+C, or just Cntrl+C to copy the frame?

    If you're copying from one animation to another, or if not all objects are keyed at that point on the time-line, be usre to use Cntrl+Shift+C.

    If this doesnt help, please email your entire Spriter project to Mike@BrashMonkey and I'll see if I can help.

    cheers,

    Mike at BrashMonkey

  12. Hi again Buttermonster,

    Edgar and I have both tried to reproduce the bug with the steps you just described and did not manage to reproduce the corrupted file issue.

    1) I started a new project, pointing Spriter to a folder which already had a subfolder with PNG images in it.

    2) I created an initial animation, with three images, three bones, and many keyframes.

    3) I saved.

    4) I reloaded, so far all is fine.

    5) I cloned the first animation to create a second animation.

    6) I edited this new animation so its diferent from the first.

    7) I saved.

    8) I reloaded. There was no missing images, no problems at all.

    Can you think of something you we're doing that we are not?

    Are you naming the animations? if so, at what point in the process? Are you moving images from folder to folder? Is there something else you are doing that you've not yet described?

    Any chance you could use a program like CamStudio (its free) to record your screen and recreate this bug for us so we can see exactly what is happening every step of the way?

    What OS are you running spriter on BTW?

    thanks,

    Mike at BrashMonkey

  13. @ Buttermonster,

    Wow, We've been trying to figure out how to reproduce this bug for ages! Can you please ecplain in full detail (step by step) how to cause this broblem with version b4 when starting from scratch (a new project)?

    Thanks,

    Mike at BrashMonkey

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