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Mike at BrashMonkey

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Everything posted by Mike at BrashMonkey

  1. An actually fully featured Construct 2 plug-in for Spriter is being worked on. Stay tuned... :) -Mike at BrashMonkey
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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.
  7. 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
  8. 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
  9. Here's the latest gameplay footage from the first Kickstarter update:
  10. I received the email and am getting it to Edgar. We'll get to the bottom of the issue. thanks. Mike at Brashmonkey
  11. Sorry to distract from the bug report, soho54, but that art is GORGEOUS! Fantastic work. I hope we can get to see it moving some time soon. :) Mike at BrashMonkey
  12. hi georgessister, Making sure the UI doesn't get in your way will definately be one of the aspects of the pixel-art friendly mode. cheers, Mike at BrashMonkey
  13. @jmcmorris Yes, once the pixel-art friendly mode is in it will only allow integer positions (this includes while tweening) and wont filter anything. Your fastest bet right now might be an external script which would look for any float number in the Spriter file and convert it to an integer. I'll bring this post to Edgar's attention when he's awake (I'm in France so this is my shift ;) ) and see what he has to say about it. cheers, Mike at BrashMonkey
  14. @ jcmeyer5 Fear not, there will be other features to eventually give very easy control of animation duration etc. And the goal is to make the interface as easy to use as possible, sometimes this means numbers are critically important..we're not avoiding them, they're just not in yet. Also, the transform gizmo will be improved to ensure very easy use. Right now the biggest issue is that it ends up behind sprite images in z-order, making it sometimes impossible to perform certian transforms on he selected sprite without accidentally selecting the one above it. cheers, Mike at BrashMonkey
  15. As many of you may recall from a previous update post, I'm helping game artist Renita Orellana to finish her platformer game. The game is not a BrashMonkey product, but it does tie in with the creation of our first two fully animated game art packs by the fact that we're letting Renita use them as we develop them, so we thought the Spriter community might find it interesting. Renita has created a Kickstarter campaign to help fund the games completion. You can find out more by visiting the official Kickstarter page here: http://www.kickstarter.com/projects/renitao/hyper-segtendio-siblings?ref=live The game is not ours, and contributing to it will not directly support BrashMonkey or Spriter, but a successful Kickstarter campaign would ensure a great third party environment art pack (by Renita) and a very fun (and casual gamer friendly) game. I'll also be using the opportunity to create several “behind the scenes” tutorial videos for aspiring game artists. For those who don't know, I'd already begun creating some tutorial vids which can be seen here: cheers
  16. Hi JohnnyFlash, Its a great suggestion and in fact a feature thats been on our list since Spriters inception. Now that the new version of Spriter is up and running it shouldn't be too long before nice work-flow helping features like that start to appear. Also, there will eventually be ways to create guide lines and grids that appear in front of the canvas as well, so that the sprite images won't obscure the guides. cheers, Mike at BrashMonkey
  17. These are all great suggestions everyone. I'll do my best to get at least the vast majority of these in the art pack. More suggestions are still very much welcome and appreciated. Mike at BrashMonkey
  18. Hi Qaz, We're still on schedule to hopefully deliver Spriter 1.0 around the end of December. We should also have a couple of art packs ready by then and most likely there will be more than a few fully featured third party Spriter plug-ins for popular game authoring systems by then as well. Updates will come at least once every two weeks now as well. cheers, Mike at BrashMonkey
  19. Hi Bloodyaugust, Eventually many cool game play related features will be appearing in Spriter, including, but not limited to collision rectangles, invisible sprites for use as pixel perfect collision detection, and non collision related stuff like "action points", sound effect triggers etc. First though, we have to finish all the core animation features and get Spriter rock-solid on all 3 platforms. We're going as fast as we can and hope to deliver a fully featured Spriter 1.0 around the end of December. However, this new cross platform Spriter shouldbe quite useable to begin animating long before then. cheers, Mike at BrashMonkey
  20. Hi Charles, So far we're on schedule to deliver a fairly robust platformer game art pack and a "game effects" art pack around the same time as the official release of Spriter 1.0 (end of December). Around that same time, a third party "companion art pack" should be availible with tons of environment art for platformers. I'll post updates periodically to show what we're working on and let everyone know if we're on-schedule.. these updates will likely start happening 2 or 3 weeks from now. thanks, Mike at BrashMonkey
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