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Mike at BrashMonkey

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Everything posted by Mike at BrashMonkey

  1. 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
  2. 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
  3. 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.
  4. 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
  5. 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: http://www.kickstarter.com/projects/539087245/spriter/posts
  6. 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
  7. 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
  8. 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
  9. 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. http://www.irfanview.com/
  10. 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
  11. Fantastic work esDotDev, and beautifully presented as well! -Mike at BrashMonkey
  12. 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
  13. 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
  14. 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
  15. There's a new build in the works which will hopefully be out in a matter of days. We best estimate we have for a finished first prelease of Spriter Pro 1.0 is some time Q1 of this year. cheers, Mike at BrashMonkey
  16. Hi jayderyu, Spriter is to create highly optimized animations for games and will allow to easily and visually edit some game related data...like triggering sounds, variable changes, collision rectangles, image points (such as for anchoring or spawning from those points) etc. But Spriter is not a game engine. It's meant to be used with game authoring software. 1) Spriter will soon have its feature we've called "Character-Maps".. This will allow you to easily tell Spriter or your game engine to swap out single images or entire folders of images with alternate ones, or just hide them all together. This will be great for anything from making a character sometimes have a hat or cape, and some times not, or to give them new armor or weapons, or completely change one character to another using the same animation data. It's up to the Spriter user to organize their images neatly onto logical folders... but Spriter will eventually have features to let you move images to different folders from within Spriter to make it super easy to reorganize as you go. The number of Sprites used in modular animation techniques (such as Spriter uses) will always be drastically fewer (and smaller) than with full frame animation. 2) It is possible we'll support vector art some time down the line, but if that happens, it will be some time after we've implemented and perfected a long list of other features we have planned... so, its possible, but not guaranteed, and if ever, not for quite some time. 3) This is Character Maps again.. You'll simply tell Spriter that you want to create a "Character Map" for an "entity" (an entity is a set of animations). A character map is a list of images or folders of images, and what images they should be swapped out for. You will need the same exact number of sprites representing the new clothes as sprites with the original clothes...angles has nothing to do with it. If the default character has 8 arm images with a short sleeve blue shirt, and you want a version with a long sleeve red shirt, you'll need 8 long red sleeve images exactly the same as the blue short sleeve images. 4) We'll start by creating new tutorial vids as soon as possible...once the new build is released, and try to release videos for each new feature introduced... then, as soon as Spriter 1.0 is released one of our top priorities will be to make full documentation and tutorials for it. 5) We're not sure exactly when Spriter Pro 1.0 will be ready , but it should be some time Q1 of 2013. The next build (which is long overdue) should be released within a matter of days. Thank you very much for the support and excitement. We're just as excited and working very hard go get Spriter fully featured and super easy and flexible to use ASAP. cheers, Mike at BrashMonkey
  17. Hi wety, Is this spam of some sort or just not good English? Are you asking when Spriter Pro will be availible? If so, the best we can answer is we estimate some time q1 of 2013 and we're working hard and very long hours to get it ready as quickly as possible. -Mike at BrashMonkey
  18. Thanks for the suggestion, xamar. I believe Spriters file handling is becoming more flexible as we speak and we'll be sure getting your images intro Spriter will be as effortless as possible as soon as we can. Mike at BrashMonkey
  19. Yes, Laufman. Hold Cntrl while dragging a new image from the files palette and it will populate that new sprite across all key frames. Many more features to make workflow easier and of course much more and better doccumentation and vidoes are very high on our priority list once Spriter 1.0 is ready. Thanks for your patience. Mike at BrashMonkey
  20. We're terribly sorry for the inconvenience, chevoldavis. Clearly your post was accidentally disapproved somehow. We are taking whatever steps we can to make sure this sort of thing doesn't happen again. -Mike at BrashMonkey
  21. These are awesome, Kandles. They've got tons of personality and put a big smile on my face to boot! -Mike at BrashMonkey
  22. Wow! Awesome work guys. Once Spriter 1.0 is done and more of these plug-ins can be properly finished things will really be great for 2d game making. Mike at BrashMonkey
  23. Do you mean the ability to rotate an animation within Spriter? These features (and flip) will appear sometime around the official release of Spriter Pro 1.0.
  24. Pretty awesome mecha design inkBot! Thanks for being patient with Spriter on its way to 1.0. We won't stop until is pure animating awesomeness...actually we won't stop then either... ;) Mike at BrashMonkey
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