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Posts posted by Mike at BrashMonkey
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Hmm. I guess your best bet is to post about Spriter in forums specific to the Moai SDK comunity to dtum up interest in Spriter and making a plug-in.
Best of luck. In the mean time, We'll do our best to make Spriter so fantastic everyone will want to support it for every dev system.
Mike at BrashMonkey
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Wow. Fast progress! Awesome work.
Mike at BrashMonkey
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@ sAtanasov
Very cool. I love how it's style is like classic Japanese illustrations.
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Welcome to the forums grimfang4, and thanks for working on Spriter support for C++!
cheers,
Mike ay BrashMonkey
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Do you mean example code for using Spriter data in an IOS game via Xcode? Do you mean where to download Spriter for Mac? I really don't understand your question.
please rephrase the question or clarify so we can help.
-Mike at BrashMonkey
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hi DoubleElite,
What VictorT said was right on the money, but also, don't worry, once all the key features are in, time will be spent to give Spriter a pixel art friendly mode, which will let you work, preview, export and export as full frame PNG's all with no filtering at all to perserve your exact pixels and colors.
This is not likely to happen until late December or slightly later though.
cheers,
Mike at BrashMonkey
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Hi abls1,
Did you unzip the monster project? Did you load Spriter and choose File/Load Project or File/New Project and then either load the .SCML file or point to the monster folder? Are you saying when you load Spriter you can't even select those options from the menu?
Maybe screen record what you're doing so we can tell if its an actual issue with the software or just a missunderstanding due to its current lack of documentation.
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Spritesheets will be supported. My best guess is a Spriter to JSON converter will be created by other parties before we could get around to it.
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Hi mildanach,
Great (and timely) question. That and other important features for workflow will be implimented soon.
Mike at BrashMonkey
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An actually fully featured Construct 2 plug-in for Spriter is being worked on. Stay tuned... :)
-Mike at BrashMonkey
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Bones are being worked on at this very moment. :)
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Hi abls1,
Did you watch the getting started video? Is Spirter actually not working or do you just not have any images to work with? Have you tried loading the example file?
example file>>> http://www.brashmonkeygames.com/spriter ... onster.zip
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Awesome job!
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The "Save As" feature works and creates an SCML file, whixch is an open data format which can be used with any game engine you might want if a plug-in or code to interpret the Spriter file is created.
I believe you're the same user who asked a similar question via email. Welcome to the community. I'm glad I was able to help get you started.
I am a little concerned.. (due to the fact hat you seem to be either on a very tight deadline or extremely eager to get started). I wan't to point out again that While Spriter is getting better by he day, its still very much in beta and there are still bugs and a great many features still missing. In the near future Spriter will be a joy to use and will be fantastic for full game production. Right now, however, with features like undo and bones not yet implimented and of course the occasional potential bug, you might end up with work flow issues or unintended stress.
We're working hard to get Spriter fully operational as soon as possible, but please keep its early stage of development in mind and please do not rely on the current version of Spriter for a complex game production with a tight deadline.
That said, please do report any bugs or feature suggestions and we'll adress them as quickly as possible.
cheers and good luck,
Mike at BrashMonkey
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Hi Lostfaith.
Unfortunately that beta version that you used did not have actuall tweening support. It also uses a diferent file format than the new new, finalized data format that the new alpha build (and all future builds) uses.
You should see an option in that old beta called "save for beta" or something like that..... If you save out a new copy of your file with that method, you should be able to load it into the new spriter alpha, which can tween, but It cant export PNG's yet. :(
Getting export of PNG's working better than ever with this new alpha is a top priority, so you shouldn't have to wait too long to get the best of both worlds.
Perhaps considder switching to the new alpha immediately and working on animations in anticipation o the export feature...
As a stop gap measure to export temp art out, you could use screen capturing from the canvas itself to get frames..of course this is tedious and you wont have alpha, but it can make good placeholder art until the actual export feature is ready.
I hope this was helpful.
As I said, export PNG is a priority...Edgar will report back when he has a clear idea of when this feature will be ready again.
thanks for your patience and support.
Mike at BrashMonkey
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Awesome job cyberchris!
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Great suggestions Magwill! We'll see what we can do.
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I think hes asking if he can convert the new spriter file to work with your Spriter implimentation. There is currently no way to cnvert from the new format to the old. (asside from writing a converter yourself)
The more important question would be: Do you plan on updating your Spriter implimentation to work with the now finalized Spriter data format?
cheers,
Mike at BrashMonkey
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Awesome job netguy204!
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Hi kirkieball,
If you pre-ordered on the BrashMonkey website then your purchase in in our records and as soon as Spriter pro is ready you'll be sent an email (to the email associated with your paypal payment) with download instructions and a serial number.
For now, everyone has access to the alpha version which you can download from www.brashmonkey.com. This version is updated for the public roughly every two weeks.
Eventually, once Spriter Pro-specific features are implimented, Spriter builds will branch between a free version missing the pro features, and the beta of the Pro version which only people who pre-ordered Spriter will have access to.
As soon as this branch occurs, all who pre-ordered Spriter Pro will be sent an email with instructions for accessing the latest builds of Spriter Pro as it develops.
Thanks very much for your support.
cheers,
Mike at BrashMonkey.
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I'll have to talk to Edgar about it when I see him online. We plan on eventually making Spriter have a very picel-art friendly mode after all the critical features are in.. so it will be a while from now, but once we spend some time focussed on it, we'll try to make it as fully featured and flexible as possible for pixel-art manipulation and creation. (not by drawing a pixel at a time, but by manipulating pixel art images without causing filtering, additional colors etc.)
cheers,
Mike at BrashMonkey
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Do you mean to be able to set a background color and then have the ability to export animations as full images without alpha, so all clear would be the background color that was selected?
Ah, perhaps you mean the ability to load non-alpha png's yet tell Spriter which color should be treated as clear, use the images with that color set as clear, and then export full frames or sprite-sheets with the original background (clear) color....
This would definitely fit into the category of features we'd want for the pixel-art friendly mode we have planned for once the other 1.0 features are all supported.
-Mike at BrashMonkey
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Here's the latest gameplay footage from the first Kickstarter update:
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I received the email and am getting it to Edgar.
We'll get to the bottom of the issue.
thanks.
Mike at Brashmonkey
Use demo to export to Cocos2D
in Spriter
Posted
I'd check with our Spriter plug-ins section here and the Cocos 2d forums to see that the state is on any Spriter support and to find out how to use it.
best of luck,
Mike at BrashMonkey