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Mike at BrashMonkey

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Everything posted by Mike at BrashMonkey

  1. Sounds awesome Zelex! I'm sure lots of people will benefit greatly from this. Cheers, Mike at BrashMonkey
  2. Thanks much for the kind words and support, ninjay! Mike at BrashMonkey
  3. This is actually a planned feature for 1.0. It's always something we considdered a very important feature. cheers, Mike at BrashMonkey
  4. Hi tombmonkey, The easy way to do that is to simply scale the chest image itself and not its bone, because bones do effect child bones and sprites, and aparently they even do so with the inheritence turned off (thanks for reporting this issue...Edgar will resolve it when he can). But, again, for now, instead of making the bone wider to make the chest wider, just make the chest (the image sprite inself) wider. I think this is will give the you effect your after very easily. I hope this helps, Mike at BrashMonkey
  5. Hi, KFII Unless you zip up the entire folder, with .scml AND all the images in their sub-folders we cant see anything except for the bones. The bones look decently animated though. :) cheers, Mike at BrashMonkey
  6. Hi tombmonkey, to help figure out the issue and likely bug, I want to understand what you're doing better. What is the desired goal in scaling the bones if you don't want the sprites that are their child to be scaled? Is it so that their positions "spread apart" due to the scale of the bone? Also, would you mind emailing the Spriter project to mail@brashmonkey.com so we can take a look? cheers, Mike at BrashMonkey PS. nice art btw
  7. There's no way to turn off this default functionality at this time. Maybe later. I should mention there will be a way to amke a modification to an object across all frames at once in version 1.0 Right now the make keyframe buttons are useful if you want to "protect" an exact "pose" for a character(or any kind of animation) from changes you're about to make earlier in the timeline, or to basically "mark" a spot in the time line where you will want to make a new key so that the 1 and 2 keys can bring you back to that spot to work. There are a few other handy uses for it. As it stands now, I'd be frustrated if Spriter did NOT create a key when I altered something at a specific spot in the timeline and instead altered either the previous keyframe or all keyframes. Are one of these the bahavior you are suggesting or is there another option I've not considdered? cheers, Mike at BrashMonkey
  8. Hi everyone, Here's a new video showcasing and explaining Spriter's awesome "dynamic reparenting" feature. This video was made using fantastic art created by Mike Austin from http://www.vectology.com cheers, Mike at BrashMonkey
  9. Fear not tombmonkey, The private forum had been created as a bonus for the Kickstarter backers and has been a ghost-town since we've made any useful builds immediately availible to the entire community (due to the delay caused by Edgar's injury) for the sake of fastest possible bug testing and feedback. This rough manual will be made publicly availible and built into Spriter very soon, as soon as it is complete enough and is checked for any misleading (or just plain embarrassing) writing, typos etc... Hopefully a week or less for them to be publicly released. Trust me, we'd never exclude anyone, especially a fellow monkey! PS, while waiting a hopefully very short time for the first release of the manual, check out this new video!
  10. Hi scyscape, These are great suggestions. There's no way to do it yet, and these features are not likely to appear until after the the first release of Spriter 1.0, but we'll definately keep these excellent suggestions in mind. Mike at BrashMonkey
  11. Hi UberLou, Can you please send a zip of your entire Spriter project to Lucid@brashmonkey.com so Edgar can take a look? He'll resolve this issue as soon as he can. Taking a look at your files will likely help. thanks, Mike at BrashMonkey
  12. This sort of thing and more are planned for version 1.0. Mike at BrashMonkey
  13. Good catch tombmonkey! I'll see if there's anything we can do to make it always default to 1 copy. @Shurima I've not seen an email from you...have you sent one? Mike at BrashMonkey
  14. Hi everyone, Though still missing several key features, Spriter is now close enough in core functionalinality for me to begin work on the official user's manual, and so I have! At the moment it's far from complete and not remotely edited, and only exists as a series of OpenOffice documents... but the finished manual will be a tidy html file as well as an embeded helpfile in Spriter. The WIP manual will be far enough elong to share ith the comunity in roughly one week...in the meantime, those who have access to the private Spriter forums can take a sneak peak and suggest helpful edits at the following thread: http://www.brashmonkey.com/privateforum ... p?f=2&t=77 cheers, Mike at BrashMonkey
  15. There's no way to animate with "masks" directly in Spriter at this time (and certianly not until some time after 1.0 is released) but as tombmonkey seemed to hink, you might be able to do this within a game engine after the fact, by makign the shadow image a solid color and just using it as an alpa mash with which to display other images (the horizontal lines). But this is very advanced stuff. So, otherwize, your two options are either hand draw each needed shadow variation instaed of just trying to rotate one shadow image in Spriter, or switch to using a solid 50 percent transparent shadow image instead of solid horizontal lines...as a true, translucent shadow image coule be stretched and rotated as needed without looking strange. cheers, Mike at BrashMonkey
  16. Hi Shurima, You definately should not have been charged twice without requesting 2 serials, so please email us ( mail@brashmonkey.com ) the details of your transaction and We'll credit you and cancel one of the serial numbers you received. sorry for the inconvenience. As a note, there have not been any other reports of customers being double charged, and we've been using the same system for quite a while now, so if its a problem with the sales service its a very new one. we'll resolve this for you as soon as we receive the transaction details. cheers Mike at BrashMonkey
  17. 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
  18. Hi Pixel Pusher, That is planned to be a standard feature for Spriter pro 1.0. It will appear in a future build. cheers, Mike at BrashMonkey
  19. Thats one adorable octopus. cheers, Mike at BrashMonkey
  20. Hi again everyone, Does the delete key work fine for deleting Sprites and bones, but never work for deleting keyframes? would any of you be willing to zip up your Spriter project and email it to lucid@brashmonkey.com so we can take a look and see if its something specific going on in your actual scml files? thanks, Mike at BrashMonkey
  21. 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
  22. 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
  23. 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
  24. 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
  25. Hi Pencils4Life, The latest build (b3) has several copy and paste to all frame features which will likely be a big help for your task. Please download the newest build from http://www.brashmonkey.com and also watch this video: cheers, Mike at BrashMonkey
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