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Mike at BrashMonkey

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Posts posted by Mike at BrashMonkey

  1. Hey,

    Sorry if this is in the wrong category, but I have a little problem.Can't find Spriter serial number.

    Is there any way to recover it?

    Thanks

    Hi, cucurucu,

    Any Spriter Pro owner who looses their serial number can go here to retrieve it:

    https://getdpd.com/recover/key?id=15524

    Remember, the email to give it is your email associated directly with the purchse, (such as your email address associated with your PayPal account if you paid via PayPal, etc).

    or, if that's not working for you and you've not already done so, please email mail@brashMonkey.com and let us know the date of your purchase and the email address you used to make the purchase (such as your email address associated with your PayPal account if you paid via PayPal, etc). We'll retrieve your serial number for you asap.

    sorry for the delayed response.

    Mike at BrashMonkey

  2. Hi UberLou,

    We intend to do all that you've mentioned... but the option to remap shortcuts is likely to be one of the final additions before the release of 1.0, as we must focus on getting all data related features implimented as quickly as possible.

    cheers,

    Mike at BrashMonkey

  3. Hi Again,

    I just downloaded and installed the new build (B3) on my Mac and keyframe deletion works flawlesly by clicking on the key frame in the timeline then pressing the delete key. Have you guys tried wit hthe new build yet? Please let us know if this issue still persists, and if so, what os you're running and any other info you think might help solve the issue.

    cheers,

    Mike at BrashMonkey

  4. Thanks for the encouragement bobo.. We will continue pouring every ounce of time, hard word and careful though as humanly possible into Spriter... it's not just some side thing for us...we're very passionate about doing it right and changing the standards for how fun, flexible and productive an animation tool can be.

    cheers,

    Mike at BrashMonkey

  5. Hi jared626,

    One of Edgars next tasks will be to write more concise doccumentation for implimenting spriter support in general... eplaining all aspects of the data format in as much detail as possible.. Between this and the much increased quality and frequency this new and upcoming beta releases should reawaken polug-in development (most developers were waiting for finished data format, better doccumentation, and a Spriter capible of creating test files featuring all projected Spriter 1.0 features...luckily this is all just on the horizon).. also, once 1.0 is release we'll be shifting focus to help make sure all popular authoring systems have full and highly functional Spriter support as quickly as possible.

    cheers,

    Mike at BrashMonkey

  6. Hi rIKmAN,

    Don't worry, Hitboxes and collision data will be appearing an an upcoming build, now that the stuff more critical to general animating is in.

    Also, realtime swapping or hiding/revealing of images is the feature we call "CharacterMaps" and has always been a big part of our plans for Spriter...it too will be appearing in an upcoming build.

    We'll make sure to create good documentation for plug-in developers too so that there's support in the game engines to combine (mic and match) charactermaps instantly in realtime.

    cheers,

    Mike at BrashMonkey

  7. Nice find elpeedros. I'll report this to Edgar asap.

    @ ranma, Please try copying the object(s) again, then going to the new animation and trying paste again. It works for me fine...In fact, I'll soon be uploading a video which includes a demonstration of copying to a new animation. (both objects and an entire copied frame)

    Also, please everyone, don't forget to tell us what OS you're using when you report a bug to help resolve the issues more quickly and easily.

    cheers,

    Mike at BrashMonkey

  8. Hi bobo,

    We can't make any specific estimate for when the first fully featured Spriter Pro will be released. We learned that lesson some time after the big delay you already know of blew us far past our initial estimates. We've made Spriter's development as transparent as possible through our forums and releasing useful builds as frequently as possible. (a new build is almost ready for release in fact). There is no more accurate or useful way for us to let everyone know how close Spriter is getting to 1.0.

    Of course we are not remotely happy about the delay ourselves, and think its great you have something else to use until Spriter catches up to where it would have been. We're confident once Spriter reaches 1.0 it will be well worth switching back to it.

    About support for development platforms, please remember your favorite is by no mean's everyone's favorite. There are so many popular and capable development systems out there trying to learn and develop Spriter support for all or most of them while simultaneously developing Spriter would at the very least have drastically slowed down support of Spriter itself to a disastrous degree and resulted in an inferior tool and data format...conversely if we tried to pick a handful of “favorite” development platforms to create support for asap, it would have lead to much negativity and trolling from those who's favorite development system was not among those first few.

    Quite simply, we're doing all we can, and as best we can, but were delayed. We are extremely grateful to you and the rest of Spriter backers for your support and patience...and we know the best way we can show our gratitude is to make Spriter the best tool it can be as quickly as possible, and immediately thereafter shift gears to helping get full Spriter support working for all popular authoring systems.

    We're doing what we can to get Spriter with its most critical features fully function as quickly as possible (before the full 1.0 release), and then create and release concise documentation to the community, which will make creating full support for all those key features as quick and effortless as possible for all authoring systems. This should not only allow developers to get all key Spriter features running in their authoring systems of choice, but should also ensure that adding in the remaining few features will also be quick and painless once they appear in Spriter.

    Lastly, all I can say is we do listen very carefully to the community, our supporters and developers, and take all suggestions, requests and feedback into very careful consideration. Ultimately we hope that you have faith in our ability to decide how we can best serve all backers, which by necessity must serve at least a slightly more long term mindset... though this was certainly made longer than we'd hoped due to the delay caused from the injury.

    Cheers,

    Mike at BrashMonkey

  9. Hi ChrisAlgoo,

    It's unlikely Spriter itself will have any features like that built in in the near future... you'd likely have to animate the arms=swprd as a seperate object and then use construct events to aim the sword point at the mouse pointer... the only way this would look great is to manually create nice looking keyframes representing all major angles (15,45 etc) and then have construct tween between them depending on the location of the mouse pointer.

    We'll see if we can make a demo of this sort of functionality onc ethe C2 plugin is closer to finished.

    cheers,

    Mike at BrashMonkey

  10. There will be a pixel art friendly mode built into Spriter which will not anti-alias while in Spriter and will export non-anti-aliased PNG's for people who only want to export sequential animations and not benefit from actual .scml support in their game engines.

    This feature will likely not appear until after all critical features have been added... In the mean-time, as other's have said, if you use Spriter files themselves and the original images you've created in your game engine instead of exported PNG's, then it would be ut to your game engine to either filter (anti-alias) the animations or not.

    cheers,

    Mike at BrashMonkey

  11. Seems like the NVIDIA-driver is causing my problem with the X-Server, on my notebook with an ATI card there is no problem. After switching from the proprietary NVIDIA driver to the nouveau-driver X doesn't crash anymore, but the canvas doesn't seem to update. Attached is a screenshot to show what it looks like. My system is running with the latest Kernel, 3.10.rc2 since today, before it was 3.9.2

    Hi threonin,

    Edgar is looking into this issue and will get back to you with a build to test as soon as he can.

    cheers,

    Mike at BrashMonkey

  12. Hey,

    I didn't see anyone having this Problem, so here I go. I wanted to add something to an animation I created with spriter, but the file won't load correctly. Only one entitiy is loaded correctly. Everything else is empty and the hierarchy only shows 5 Objects (literally Objects, they are called "Object_001" etc and all have the same weird koords like x = 680000,00000). It shows 5 of them, which is the number of bones I used. Nothing shows on the canvas though.

    This happend to me before so this time I saved a lot of increments but every file doesnt load correctly.

    So I opened the .scml in an Editor and it seems fine. Everything has it's name and so on, so I guess something is wrong with the loading process (?). Also I hope I don't have to redo all my animations :D.

    If this is a known issue I'm sorry.

    Hi faybe (I'm sending you an email as well).. sorry for the delayed reply... can you please email your Spriter project and scml to lucid@brashmonkey.com so Edgar can take a look at it and see what the issue is?

    cheers,

    Mike at BrashMonkey

  13. The things I would like are

    Tooltips, ease of use things, clear labels : I had to watch the video to figure out how to do things. Messaging to communicate how to do things would be very helpful.

    True IK that adjusts all bones necessary, not just one bone back

    On that note, the ability to set acceptable angles for bones to bend, so shoulders automatically don't pop out of sockets

    Skew/stretch, just a really important animation thing. Check out #1 on this list for details. http://art-eater.com/2010/07/test-1-darkstalkers/

    Good product so far, needs a bit more to be great though!

    Hi ChrisAlgoo,

    Thanks for the kind words, great suggestions and feedback,

    The videos are the only thing we have time to create at the moment, as new Spriter builds appear, to clearly show all Spriter features and how they are meant to be used. In the near future we'll begin working on the actual manual as well as tooltips, lables, pop-ups ect built into Spriter to make things as obvious and easy to learn as possible. Thanks for your patience.

    Skew is something we will definately support, but will likely appear some time after the first official release of version 1.0. More advanced IK features will also most likely appear some time after 1.0 is released and rock-solid.

    cheers,

    Mike at BrashMonkey

  14. Gotta say, B2 release is looking real good. Though, there're two things I'd like to ask about.

    First one isn't a new feature, but rather a feature that was promised in the original version of Spriter. Hitboxes.

    It was that feature which I really was interested in and wanted when I bought my license.

    Is it still a planned feature, or has it been dropped?

    The second thing is an optional mode for putting down keyframes. I really don't like that the program puts down a keyframe

    whenever I do anything. If I could have the program only put down a keyframe when I press a button in the GUI or key on the keyboard

    that would be great.

    Hi InkBot,

    Hitboxes will definately appear before 1.0 is released, as will many other features/ Don't worry, no planned feature has been dropped, we were simply delayed for a while. Thanks for your patience. Also, A key frame makign button is back in the next build.

    Cheers,

    Mike at BrashMonkey

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