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Posts posted by Mike at BrashMonkey
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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
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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
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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
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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
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@ 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
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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
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WOW. Nice optimization! Great work slopps.
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Looks great. Congrats Obg1!
Mike at BrashMonkey
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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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Hi alex, welcome to Spriter. :)
There will definately be many additions to the image export feature on the way to Spriter 1.0. This includes exporting to diferent amounts of zoom, ad well as exporting larger than screen sized animations at full size... I can't guarantee how soon, but definately before the official release of 1.0 which should be sometime Q1 of this year.
We don't have an official roadmap, the closest thing might be the feature list at http://www.brashmonkey.com/spriter%20features.htm
But keep in mind that list might be incomplete, and is just for the release of Spriter Pro 1.0 We have big plans for additional features after 1.0 is released.
cheers,
Mike at BrashMonkey
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Hi Ascorbius,
I'm glad you found that z-order does indeed animate. Hot keys to easily flip, mirror etc. selected objects will appear if not in this upcoming build, then shortly thereafter. Many such "small features" which will make a massive improvement to workflow will be coming soon. Thanks for your patience.
Mike at BrashMonkey
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Awesome stuff NinjaMonkeyBrain.
You really captured the japanses style...especially in the face... This would be reaqlly fun to animate, giving much weight to the giant clawed arm...it would aso make for fantastic "tells" in gameplay for a boss-fight.
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Spriter doesn't support this directly yet, but certianly will in the future.
However, any Sriter plug-in can be made to so so even now... you'd just have to make sure all animations you want to blend use the same exact set-up (bones for the same limbs, to the same scales, with the same names etc). The easy way to insure this is to always create one animation based on a key frame from the other.
Then its simply a matter of having the Spriter plig-in tween from the last keyframe of animation to the first key-frame of the second animation.
I think someone has already done this for at least one of the Spriter plug-ins in the works...but I don't remember for which authoring system.
cheers,
Mike at BrashMonkey
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hi gasmask,
Sorry, there's no solid ETA for the next release, but Edgar is making very good and steady progress. For the most up to date information please see this thread:
http://www.brashmonkey.com/forum/viewtopic.php?f=2&t=9807
I also completely agree how important this (any a few other features not quite in yet in fact). But this and a few other great features are in this next build.
Thanks again everyone for your patience.
In case anyone missed the details explaining the prolonged wait for thi next release, please see here:
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Hi again Steve,
Because I can't see exactly what you're doing step by step, I don't know exactly whats happening, but I have a feeling once you watch that video I've linked you to, that things might make more sense.
After watching the video, please let me know if you're still having the issue.
In the current build, to set the hotspot of a sprite you can just left click and drag on the circular node which is the anchorpoint for the rotation handle. But keep in mind, if you're using bones you might not have any realy need to change the sprites pivotpoints (hotspots).
thanks again for supporting Spriter, and sorry for the current lack of good documentation...this will be a very high priority as Spriter 1.0 is nearing its release.
cheers,
Mike at BrashMonkey
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Hi Steve,
The video I linked to while replying to your other post explains how to avoid this...its not a bug, its because your body part images are not drawn to be aiming to the right...
Here's a link to the video so you don't have to go looking for it. :)
Eventually, we plan to allow spriter to support sprite distortion, this would allow a mode where body part images would scale properly no matter which direction the actual images is facing...but this will likely not happen until some time after Spriter 1.0 is released.
cheers,
Mike at BrashMonkey
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Hi Steve,
Sorry about the current lack of doccumentation. Once Spriter has most or all of its 1.0 features in, we'll be dedicating a lot of time to finally making an official manual, tutorials etc.
For now, theres just the tutgorial videos we'd made which are heavily linked to on our website. Have you aready watched them?
This video covers a ton of stuff, including the bone system.
I should also mention, the next build will make parenting sprites to bones quicker and easier.
Thank you very much for supporting Spriter,
Mike at BrashMonkey
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If you just need the exported PNG files flipped, for now try using a graphics program that can do "batches"..
I highly recommend IrfanView
It's free, it can do batch conversions (choose advanced features) and can do things like scaling and flipping.
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There's no easy way to flip an entire animation in the current build of Spriter, but features like flipping and rotating animations or full frames will be showing up in the near future...along the way to Spriter 1.0.
Amazingly, you're the first person to ask for this...I assume mostly because any full Spriter implimentation for a game engine would support flipping and rotating the animations on the fly in the game.
cheers,
Mike at BrashMonkey
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Fantastic work esDotDev, and beautifully presented as well!
-Mike at BrashMonkey
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Hi janimator00,
1) Deformation is definately something Edgar and I are both very much excited about and intend to get in after the release of 1.0. We can't guarantee how soon, but its definately one of the big ones on the list of future features.
2) Easing for the tweening is another one that will definately appear as soon as we can get it in. We know how important that one is.
3) Dynamically drawing in sprites from within Spriter for the sake of creating placeholder "sketches" of the sprites you need for new animations has been a features I've dreampt of since my very first clunky Spriter prototype... This is another feature we want to get in after 1.0 is released...its just a matter of time after we get in all the already listed 1.0 features.
4) I think I know what you mean by "offsetting limbs"...You mean offset their timing from one another by being able to have seperate key frames per object (bone or sprite) which you can easily drag along the timeline independantly. If thats what you mean, you'll be happy to hear this is another feature we alswys planed on and finally had a cance to put in.. unless I'm mistaken, it should be in the next build release.
thanks everyone for all the great suggestions,
Mike at BrashMonkey
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This is looking awesome, sHTiF.
I'm sure tons of people will really benifit from your work. On behalf of Spriter users everywhere I thank you.
Mike at BrashMonkey
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This is awesome. Great work!
cheers,
Mike at BrashMonkey
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Hi rjcook1985,
This is an known issue and is fixed in the next build release. The long wait for the next build is almost over... keep an eye our for a new update post very soon.
cheers,
Mike at BrashMonkey
Generic Java Importer
in Spriter Implementations
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Awesome optimization Trixt0r!
-Mike at BrashMonkey