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Mike at BrashMonkey

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Everything posted by Mike at BrashMonkey

  1. Welcome to the Spriter community Burning-Wood. :) Mike at BrashMonkey
  2. The .scml file is only a data file with the coordinatels for the sprites, bones ,etc.... You need to transfer the entire project folder, with images and everything, not just the scml. cheers, Mike at BrashMonkey
  3. Very good point about keyframes. I'll talk to Edgar about this soon. cheers, Mike at BrashMonkey
  4. 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
  5. 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
  6. Hi yamada0000, Welcome to the forums. Character maps is a Pro only feature which was recently added. The Character map palette appearing when you open projects is a bug which will be fixed soon. cheers, Mike at BrashMonkey
  7. 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
  8. 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
  9. @ 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
  10. Hi AzureBlaze, There is a current bug in Spriter which tweens pivotpoints, which will be corrected in one of the up-coming Spriter releases. Asside from that, additions will be made to Spriter will be made to make image swapping (of diferent sized images) work more intuitively. We also have plans for the feature of having Spriter crop all used images to remove blank space, which will allow users a much easier workflow, where then can use images with ample "bleed" in case they need to tweak, edit or add to the images, but then have a fully optimized end result for use in their games. I can't guarantee how soon this feature will appear though. cheers, mike at BrashMonkey
  11. Hi Jeffige, Modular animation methods (as used by Spriter) are especially great for making side (or perfectly overhead) view games. Actually, one of the first two official fully animated art packs whichwe'll be releasing around the same time as Spriter Pro 1.0 is specifically for side scrolling platformer games, which will include a thoroughly animated platformer player character, as well as basic enemies and a few "bosses". When I get the time in the next few weeks, I'll try to release a preview. Also, to learn to animate with Spriter, have you watched all our tutorial videos? cheers, Mike at BrashMonkey
  12. Hi astronautchimp, Can you explain your needs in greater detail? You can turn any point along the timeline to a key frame, you can also export finished animations to sequential images at any FPS, or just the keyframes. Asside from that, its very likely somewhere down the line ther will be a way to convert a tweened animation into a sequence of key frames (without tweening) cheers, Mike at BrashMonkey
  13. Hi dayle85, Can you please send me your whole project file (folder with .scml and images) so I can take a look? please send to mike@brashmonkey.com Also, Edgar is working on and adding functionality to make this easier and more intuitive in coming builds. cheers, Mike at BrashMonkey
  14. Hi jcook1985, Before Spriter Pro 1.0 is released, it will include a feature to scale entire Spriter projects (images included) to any scale you'd like. I'm not quite sure what you're doing in C2...but can you change the scale of the spriter file at start of frame or something like that with an event? cheers, Mike at BrashMonkey
  15. If I understand your needs corectly, I'd animate them together, but then seperate them back to two distinct animations so that they are perfectly matched up with each other for positions and timing. Since they are characters, be sure to animate them with bones. Once bother characters are perfected, you can then clone the animation so there are two exact copies of the animation, and the in each animation select the primary bone for the character you want to remove, and press the Z key, which will select that whole character, and press the delete key. (of course you delete the opposite character in the other animation, so one animation has one of the characters, and the other animation has the otehr character) Hope this helps, cheers, Mike at BrashMonkey
  16. Many awesome suggestions, everyone. We're reading them all and Edgar and I will discuss them all soon. Many, such as the ability to re-order animations. Entities etc is already planned. cheers, Mike at BrashMonkey
  17. @ Cloak 'n Dagger, Yes, having massive amounts of clear (unused pixels) around the images will definately hurt performance. I don't trim super tight around my "layers" when I export for use in Spriter...I leave a little room all the way wround for in case I end up wanting to tweak the image after I've started using it in Spriter.... but thats just maybe a 5 to 10 percent empty border. I recommend this approach. cheers, Mike at BrashMonkey
  18. This is no bug, this is by design. If pivot points are set carefully for all images (originals and replacements) there will be no offset. If the new image picked up the default pivot-point of the original image but was a diferent sized image, the offset could be catastrophic. If your original and replacement images are identical, just set both default pivot points identically. We do plan, however to make it very easy to copy and paste default pivot points from image to image, or from same sized images with same name across folders in a future release though. cheers, Mike at BrashMonkey
  19. Hi tombmonkey, The first two art packs are on schedule to be released either the same time as the official release of Spriter 1.0 or slightly sooner. The first two art packs are: 1) Basic Platformer : A fully animated platformer game character (male and female skins), several basic enemies, a sub boss and a boss (also fully animated), plus some platformer related effects. 2) Game Effects : A large collection of special effects for games including a variety of explosions, impact flashes, electricity/lightning effects, etc. All forst part art-packs we create will be released in two versions: The essentials version: Free for all who have purchased Spriter Pro, with the most important animations for that particular genre. The full version: The commercial version. (price undecided but will depend on that particular art pack, how many animations, images, and the complexity of the animations and art included). cheers, Mike at BrashMonkey
  20. http://youtu.be/WTfq0qWjfZY?t=56m34s Thanks guys. Mike at BrashMonkey
  21. Thanks for the report ArcadEd. We'll look into this as soon as we can. cheers, Mike at BrashMonkey
  22. Don't forget, Valerien, on English based keyboards, its called the delete key. Thanks very much for the concise bug report. I'll make sure Edgar gets this bug report forist thing in his morning. ;) cheers, Mike at BrashMonkey
  23. Hi perezbalen, Spriter is made to be very flexible in many ways, allowing you to animate with or without bones, and also allowing you to have a different number of objects (sprites or bones) per keyframe. This meanes nothing is automatically "persistant" between all frames. If you want to se up an animation for use with bones, the easiest way is to set up your sprites AND bones at the initial key-frame before you start animating...that way, your full set up with all bones will be in all future key frames becuase all future key frames wll start with the first key-frame as a "basis". However, if you add prites or bones later on and want them in all key-frames, then select them and choose copy from the menu (or press cntrl+c) and then choose "paste to all frames" from the menu. and it will add your bones to all frames. I suggest that you make sure to watch all of the tutorial videos to havea more thorough understanding of Spriter features and possible workflows. cheers, Mike at BrashMonkey
  24. Awesome! Very cleverly done, and to great effect! Mike at BrashMonkey
  25. This is a planned feature for Spriter Pro 1.0 (the ability to scale entire projects...including the images it uses.) The feature is not yet implimented. cheers, Mike at BrashMonkey
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