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Mike at BrashMonkey

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Everything posted by Mike at BrashMonkey

  1. 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
  2. Very cool MFK. Let us know if yo have any questions about the data format. cheers, Mike at BrashMonkey
  3. 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
  4. Hi yamada0000, It's a good idea, but likely beyond the scope of the initial release of Spriter Pro 1.0. We'll definately keep it in mind for later updates though. cheers, Mike at BrashMonkey
  5. 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
  6. Hi everyone, Please check out this video which shows how to copy and then paste one or more object to all frames. This should really help with your needs.
  7. 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
  8. Merging Spriter files together will be a feature built into Spriter Pro. This feature will likely appear within the next few updates. cheers, Mike at BrashMonkey
  9. Very cool claymation work! Best of luck with the project. -Mike at BrashMonkey
  10. Good Point Guyon, I'm working on the new website, I'll make sure this is clear on the new download and purchase pages. cheers, Mike at BrashMonkey
  11. Thanks for the update Tumira. cheers, Mike at BrashMonkey
  12. Hi ADoby, Thanks for reporting this bug, can you please let us know what OS you're using Spriter on? cheers, Mike at BrashMonkey
  13. 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
  14. 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
  15. 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?
  16. 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
  17. 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
  18. We have something like that plannned, but can't say when that might show up...I'm guessing some time after the initial release of Spriter Pro 1.0. Mike at BrashMonkey
  19. 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
  20. 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
  21. Hi biyamstacle30, This thread covers the current state of Unity support for Spriter: http://www.brashmonkey.com/forum/viewtopic.php?f=3&t=534 Cheers, Mike at BrashMonkey
  22. Best of luck with your project Venomlemon, Really interesting subject matter. cheers, Mike at BrashMonkey
  23. 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
  24. Hi everyone, sorry it's taking a bit longer than expected. We expect the hotfix to be released within the next few days. Mike at BrashMonkey
  25. I don't think so, have you tried loading it? Once all images are where they belong relative to the .sclm file it should load and save fine. Mike at BrashMonkey
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