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Mike at BrashMonkey

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Everything posted by Mike at BrashMonkey

  1. No fast and easy way for making perfect center pivotpoints yet, but that will come sometime before 1.0 is released. Mike at BrashMonkey
  2. 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
  3. Hi everyone, Here is a quick video I made going over the majority of new features for this latest beta build (B3) Please stay tuned for more videos soon. cheers, Mike at BrashMonkey
  4. Great. Thanks for helping us find and fix these issues asap.. your help in this matter really makes a huge diference. cheers, Mike at BrashMonkey
  5. 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
  6. Hi guys, If you click on a keyframe in the timeline and press the delete key on a mac, it doesn't delete the keyframe? I'll let Edgar know asap so he can test it on his mac and get to the bottom of the issue. Mike at BrashMonkey
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. Hi BluePhaze, You'll be seeing a new build very soon with great improvements to copy paste which of course will drastically improve workflow. -Mike at BrashMonkey
  13. Hi cucurucu, Are your images getting "distorted" or just filtered? Eventually, Spriter Pro will offer a pixel-art friendly mode, where filtering will be turned off, so no "blurring" will take place. cheers, Mike at BrashMonkey
  14. Hi Bonestorm, Ease in and Ease out will be in Spriter by the first release of version 1.0. cheers, Mike at BrashMonkey
  15. 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
  16. 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
  17. hi blurymind, Great suggestions, As for middle-click to scroll, that now works. We also plan on adding the ability to load in images as reference and to load in sequential images as animations for Spriter 1.0. keep the great suggestions comming everyone! Mike at BrashMonkey
  18. Hi bobo, Ease in and out will appear in Spriter 1.0. The other features you mention are things we plan to add some time after 1.0, except for "good onion skin", as we'd need to know exactly what you mean. I can say Edgar is currently finishing tweaks and optimizations to onion-skin, but there's no way for us to know if that is what you mean by good. If there's a specific aspect to onion-skin that you're after, please let us know. Also, smooth zooming and especially panning are very low priority, as they add nothing in the way of actual functionality and are also a matter of taste. (For example I personally hate it when the canvas drifts to a stop after I let go of the mouse button in an art program. I like absolute percision and immediacy when scrolling and zooming in on my art.) We still might add it, but definately after 1.0, and as a feature that can be toggled on or off. cheers, Mike at BrashMonkey
  19. Hi EleBriscoe, Add keyframe buttons are back in the next build. Stay tuned, and thanks for your patience. Thanks for the suggestion about the keyframe at time intervals. I think its a cool idea, but can't promise you'll be seeing that before 1.0 is released. cheers, Mike at BrashMonkey
  20. Hi Hosepha, it's not impossible Spriter will some day be able to load and animate vector files, but this would definately be some time after 1.0 is released and rock solid. In the mean time, if you plan to use Spriter simply to export sequential images instead of using the actual Spriter file in your games, then I suggest you simply export high resolution (maybe 3 or 4 times the final size you need) images to use, then simply scale down your animations while exporting them from Spriter. cheers, Mike at BrashMonkey
  21. Hi Candescence, We plan on a flexible Spriter animation within a Spriter animation features, but these will likely not appear until after the first release of 1.0. we simply must finish all critical features first. What you're mentioning though is even more sophisticated, because the time that the upper body animation needs to begin depends completely on player input within the game engine....the easist way to do this anytime soon is to animate the upper and lower bodies as seperate objects, then anchor one to the other in the game engine. This is the way it would be done for most games... We'll see if we can figure out a more "automatic" solution for Spriter users who need this type of functionality some time after we release version 1.0. cheers, Mike at BrashMonkey
  22. The ability to load background images as guides and several other useful features of this type are planned for Spriter 1.0. cheers, Mike at BrashMonkey
  23. Thanks for the bug report Allan, We'll try and take care of that asap. Full support for Game Make Studio and all other popular authoring systems is only a matter of time..if the communities don't get it done by the time we release 1.0 we'll then focus efforts on helping get full Spriter support implemented asap. cheers, Mike at BrashMonkey
  24. Hi Everyone, Here's a new video demonstrating the first Pro-only features to make it into Spriter B2. Namely IK, IK locking, and Rotation/Scale Inheritance toggling for child sprites or bones. cheers, Mike at BrashMonkey
  25. Hi HardcoreBadger, This new vid explains it and the other currently implemented pro features thoroughly:
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