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Mike at BrashMonkey

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Everything posted by Mike at BrashMonkey

  1. I said it before, I'll say it again. This game looks like its gonna be epic, and tons of fun!
  2. Hi rIKmAN, It reammy might depend more on the particular game engine.whim of the programmer than any specific technical situation...both approaches are valid. I suggest the safest bet for any Spriter Pro owner is to create it initially as seperate scml files, because you might perfer using them ore that way, but if not, you'll always be able to merge multiple files into one file later...this also helps multiple artists work on the same game simultaneously etc... I spoke to Edgar (Lucid) about it as well, and he personally would prefer one scml file with everything in it...but as I said, it might depend and some might prefer multiple files for whatever reason, be it personal preference or specific technical reasons for their specific projects. cheers, Mike at BrashMonkey
  3. Cool project Dkiearth, Best of luck with the funding campaign. -Mike at BrashMonkey
  4. Awesome stuff Haveconquest. Thanks much for the kind words and support. We can't wait to see what you and others will be able to do once Spriter 1.0 is feature complete. cheers, Mike at BrashMonkey
  5. Right, The private forum was a teir reward specifically for Kickstarter backers who backed for over a certian amount. It would be unfair to them if we suddenly made those forums public, or less private...Also, keeping the private testing group at least a little bit limited in size keeps people from trying to use the private beta builds for big game projects prematurely, therebye causing too many complaints about bugs, when the whole point of the private testing builds is to find as many bugs as possible before releasing much more useable builds to the public....and again, under normal circumstances, the time span between useful private releases and public releases would typically be a matter of days. -Mike at BrashMonkey
  6. Hey Indecom, (and everyone else who's game is in the middle of a funding campaign) Feel free to start a new thread in these forums specifically for your games campaign to make sure it gets noticed ASAP. Best of luck... I've backed it and tweeted... make sure you post about it on Spriter's Facebook page as well. cheers, Mike at BrashMonkey
  7. hi again rIKmAN, Yup, don't worry, we'll have Spriter feature complete and polished as soon as we can..t.he next build displayes rotated images silky smooth. -Mike at BrashMonkey
  8. Hi HardcoreBadger, There's a feature we've not yet had a chance to add called CharacterMaps...This will allow you to swap entire folders of images with alternate images within a game or in Spriter itself.. This is exactly for those instances wher eyou want to create alternate characters using the same animation data...this will also be perfect for games where the player character can get new clothes, equipment, weapons etc. For now, if you're just exporting out PNG's o0f animations, you could simply copy your Spriter project, with all its image folders, then change all the images with the alternate art you want to create your alternate characters.. I hope this info helps. cheers, Mike at BrashMonkey
  9. @ eien, The kickstarter daily builds was private access to "daily" builds of Spriter, to help in testing and as a special privilege for Kickstrarter backers who backed Spriter for a certian amount. There was meant to be only roughly a week or less diference between useful private daily builds and the full public releases...until reptetitive movement pain slowed things down. Still however, there shouldn't be that much time between the private prelease and the next public release...which will be more stable etc. -Mike at BrashMonkey
  10. Hi again rIKmAN, You are right, due to the situation and our recent experience with gravely missing estimates, we are very reluctant to give any estimate at all. I can say that Edgar spends every hour he can to get this new build ready for release asap. I used the current build (same as the one you are using) to make all those example files. I might be using higher resolution (bigger) PNG files for the body parts...nothing else could explain why it looks smoother than your stuff inside Spriter...but the real issue is while exporting to PNG... If you absoultely must produce final animations asap the only suggestion I have is to create the animations with art at least 2x the size of the final game art, then reduce the frames using a batch process with a program like photoshop. The reduction will clean up the jaggies really nicely. If you just don't want to wait for the next release, Can't you just create all the animations in Spriter and export them all once you have the new build? You can even export jaggy ones for now to use as placeholder art and then replace them all in one go once the new Spriter release is out. Anyway...Edgar is back and will make a post in a matter of hours...keep an eye out as it will give you better insight as to how close this release is. thanks again, and sorry for the delay, Mike at BrashMonkey
  11. Thanks much for the kind words, rIKmAN. You'll be happy to know this issue with anti-aliasing is fixed in the new build...but we can't say exactly how soon it will be released. Also, Edgar is putting every second he can work into getting the new build out, so won't likely be able to hot fix the current build as it will only slow down the release of this new, much better, and very overdue build. Thanks for your patience. -Mike at BrashMonkey
  12. Hi again simnon, I checked on my Mac minni and can confirm the key doesnt work as it should. I've informed Edgar and we'll make sure that the key works as intended when he reimpliments this feature into the new build he's been working on. sorry for the delay. Mike at BrashMonkey
  13. Hi Sonjool, Yes, the performance when there are multiple animations, especially with bones is a known issue, which is a big part of the delay for this next build release...as Edgar has taken the necessary time to overhaul the engine and drastically improve performance. For now I recommend splitting your project into seperate projects, each with only a couple of animations... once Spriter 1.0 is ready, it will be able to merge multiple projects into one project. cheers, Mike at BrashMonkey
  14. Thanks for testing and reporting this. I'll try on my Mac today and let Edgar know ASAP. Mike at BrashMonkey
  15. Hi simmon, Have you tried the Command key? Thats what's supposed to function like the Cntrl key. Please report back if that doesn't work and I'll make sure Edgar knows about the issue. Mike at BrashMonkey
  16. Awesome optimization Trixt0r! -Mike at BrashMonkey
  17. Awesome! Keep up the great work Indecom! I know a lot of people have been waiting for GameMaker Studio support. Thats the great thing about open development. If one person looses the time or interest to develop, others can take over the reigns and keep it going. -Mike at BrashMonkey
  18. Hi adrian.oconnor, Yes, right now 25 dollars will reserve for you a full commercial liscence of Spriter Pro 1.0 and all future updates for the intire 1.x line (which should last for a very long time and tons of updates and feature additions). To see more on what the current status is, please read the following links: http://www.kickstarter.com/projects/539087245/spriter/posts http://www.brashmonkey.com/forum/viewtopic.php?f=2&t=9807 Also, once finished, there will be two initial 1st party art packs. (Game effects and basic platformer). All Spriter purchasers will have access to the "ewssentials" version of every art pack we'll be making, which will include the basic animation set for each of their respective genre. There will also be the full commercial versions of the at packs for purchase, which will be loaded with additional animations and art. To get the latest info on Cocos2d Spriter support, it seems like this is the place to go: http://www.brashmonkey.com/forum/viewtopic.php?f=3&t=2181 sorry for the delayed response, Mike at BrashMonkey
  19. hi therevillsgames, Awesome. I'm sure many people will really benefit from your work. I've just created this small example Spriuter file which uses bones, which might come in handy when you're ready to work on bone support. http://www.brashmonkeygames.com/brashmonkey/spriter/BoneExample.zip cheers, Mike at BrashMonkey
  20. Hi jcmeyer5, Here is a small example using bones: http://www.brashmonkeygames.com/brashmonkey/spriter/BoneExample.zip Please let us know if you need anything else and thanks for the awesome work. cheers, Mike at BrashMonkey
  21. @ Tap, Spriters data format is open, so its certianly possible for someone to someday program a convertor or exporter which would export animations made in blender into the Spriter format. Right now we have to focus on making Spriter itself as good and sucessful as possible... but the more we suceed in making Spriter popular, the more and more likely exporters and converters like this are to be made by the respective communities. cheers, Mike at BrashMonkey
  22. Hi GDRKR, Unless I'm mistaken, the next build will allow for specifying a frame-rate and will auto export the apropriate number of frames! And yeah, Deformations is something Edgar and I have always been excited about and plan to add, but that most likely has to wait until after the release of 1.0 cheers, Mike at BrashMonkey
  23. Looks great. Congrats Obg1! Mike at BrashMonkey
  24. Hi crazysam, We understand completely if you have immediate needs and you feel that another tool out there meets your needs at the moment. We also very much hope the next build is ready for the public before 16 (now 15) days have passed, but can not guarantee it. From Spriter's conception we have been completely dedicated to its development, working as many hours per day as humanly possible while trying to not fall short on our responsibilities as fathers...so sadly no numerical deadlines, imposed on us by ourselves or external circumstances could possibly make the development go any faster. In fact, it was ironically in large part due to Edgar's commitment to Spriter's speedy development which lead to this current delay. He can't force himself to work even longer hours despite the warning signs from his own body that he's doing perhaps irreparable damage....especially since we need to be dedicated to Spriter for many years to come. It is not in our (or Spriter's ) best interest to kill ourselves racing to a very close and short-sighted goal. Hopefully the next few Dr.'s appointments will restore Edgar's ability to develop Spriter more aggressively. Despite and in the face of the current issues causing the current delay, Edgar is doing everything he can to get this build released as soon as possible. But please understand, we are dedicated to Spriter for the very long-term. The release of Spriter Pro 1.0 is just the beginning as far as we are concerned. We'll get there as soon as we can, but if your immediate needs are better met by another tool, it only makes sense for you to use it. We're confident once Spriter 1.0 is released you'll see many benefits from using Spriter for future projects. Best of luck with all of your endeavors, and thank you for your support and honesty. Cheers, Mike at BrashMonkey
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