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Mike at BrashMonkey

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Posts posted by Mike at BrashMonkey

  1. Sorry to hear youre having an issue wit hte current beta, moscoquera. Edgar's hard at work getting the totally overhauled UI and cross-platform beta of Spriter ready for release and therefore can't invest time to fix such anomilies for the soon to be obsolete beta.

    Your image link seems broken. Maybe if we could see the issue we might have an ideal to fix it...

    Have you tried running at a diferent resolution, compatibility modes etc?

    I hope we can get it working for you asap.

    cheers,

    Mike@BrashMonkey

  2. I'd already posted this in the private Nnar development forums, but figure everyone should get a peak.

    Hi Everyone,

    I've commissioned accoplished 3d artist Saika Fu to begin creating fully rigged low poly 3d models of the cast of Characters from Prophecies of Nnar. To create the 2d animations for the game, 3d models will first be animated and then rendered out, to create guide frame images which will then be recreated in Spriter using hand "painted" body part images.

    NOTE: this is not intended as an actual animation for the game, its simply to demonstrate the quality of the model and rigging.

    This method not only leads to the highest quality animations in the lowest amount of time, but we'll also be able to render out the animations from other perspectives to quickly create Spriter art packs for overhead and isometric games such as classic Zelda titles.

    Also, These models are expertly done and optimized (low poly) so if we ever want to make an actual 3d Nnar title, we'll already have all the fully animated 3d characters ready to go!

    More characters and actual animations to come. Stay tuned!

  3. Hi everyone,

    Things are starting to heat up here at BrashMonkey. Not only is the new cross-platform beta of Spriter shaping up nicely, but some great progress is being made on the art-pack front as well. Here's the details:

    The Platformer-Adventure art pack:

    This one will be big, really big. This art-pack ties in directly with our long-term game project “Prophecies of Nnar”. All the animations we need to create for the game will end up in this art-pack. Due to the huge scope of this one, its definitely going to take some time to finish..but fear not, we'll likely release it in parts, with updates and addendum packs as the art accumulates.

    The good news: In order to create the character animations, we're going to create 3d models of each character first, animate the 3d models, render out the frames to use as references, then recreate them with hand “painted” body part images in Spriter. The huge benefit for us to take these extra initial steps of pre-animating in 3d is that once the 3d characters are animated, we can render out guide animations from any perspective! This will allow us to quickly create additional art packs for overhead and isometric type games such as the classic Zelda titles!

    One final plus: We're working with a superb 3d artist (Saika Fu), who's creating these models for us as optimized low-poly models, perfect for when we eventually decide to make a 3d spin-off 'Nnar game!

    Take a look at the two models he's completed for us so far:

    The game effects basic Platformer art packs:

    The two art packs we're sure to finish first will be one with a huge assortment of special effects and “pick-ups” for games and another perfect for making Mario-esque platformers. Work has already begun on both... you can even get a sneak peak at them both by checking out the video below, but keep in mind, what you can see so far is the very crude beginnings, made with the beta version of Spriter and without tweening. Once the new beta of Spriter is a little further along and tweening is fully supported, all of these effect and character animations will be retooled and perfected to be silky smooth.

    Even better news: I'm working with a great artist (Renita Orellana, whom I originally recruited for help with some art for Nnar), to not only create more art for the basic Platformer art pack, but to actually create a huge “companion” art pack full of several beautiful sets of environment art (tiles, “sky-boxes”, and props) which will be the perfect compliment to the character animations art pack.

    How the deal worked: I agreed to offer artistic guidance and let her use/co-develop the basic platformer art pack to make her platformer game, and in return, she'll release all of her games environment art to be sold as this “companion” environment art pack. This works out great for everyone, I'd say..and we'll likely be doing the same for most of our art packs...'cause you can't just have characters and explosions with no backgrounds, right? ;)

    Here's the sneak peak at some of the effects, Platformer game animations, and environment art we've cooked up so far:

    One last note about the basic platformer art. If you aren't keen on MASSIVE heads, don't worry...the initial character art is designed with the biggest head someone might want..there will be character maps for several different head sizes, ranging from those giant melons, to almost normal size! Eventually there will be replacement “skins” to select from for all animation art packs to choose from a vast range of visual styles.

    Before I sign off for the day, please visit this new thread in our forums so you can partake in a conversation to help me perfect the list of animations needed for each of these art packs:

    http://www.brashmonkey.com/forum/viewforum.php?f=4

    Stay tuned, folks, this is just the beginning. With your help, Spriter will revolutionize Indie game creation!

    Cheers,

    Mike@BrashMonkey

  4. Hi everyone,

    Work has only just begun on what will be an enourmous art pack, filled with varying hero characters, npc characters, humanoid enemies, monsters, villiages, etc. All with char-maps and alternative art to change up their appearances. HUGE.

    It's far to early to make a remotely complete list of diferent animations that will end up in it, but I'll try and hit the basics anyway.

    Male hero 1: (based on Arthur from Nnar)

    idle in several states of fatigue

    walk

    run

    block with shield

    several loopable attacks with his sword

    block with sword

    dash attack with sword

    getting hit (several variations)

    simple speaking loop in several emotional states

    dieng

    jump

    fall

    special double jump

    uppercut attack with sword

    throw projectile

    There will also be several other humanoid hero characters with full sets of animations like the one mentioned above, but with very diferent physiques..such as a female warrior with throwing weapons, a monk with a staff, a large guy with axe or warhammer etc.

    A cast of villiagers of varient ages, all animated at idel, walking, and speaking in several emotional states...perhaps running in fear too

    Humanoid enemies with animation sets similar to the heroes.

    Hound like monsters with basic animations for combat.

    lots more..but we'd like to hear/see your suggestions too...

    Please let me know what you'd like to see in there as well. Ideally with links to video or image examples of the sort of thing you're talking about.

    cheers,

    Mike@BrashMonkey

  5. Hi everyone,

    We're hard at work on a Spriter art pack which will be loaded all kinds of explosions, magic effects, energy projectiles, impact effects, pick-ups and grab effects etc.

    You can catch a sneak peek in the first part of this video:

    Please keep in mind, what you are seeing in the video are only key-frame animations..the final versions will look much smoother.

    Please post suggestions for effects or objects you'd like to see in this art-pack. Ideally, post links to videos or images of the type of thing you're speaking of for clear reference.

    thanks,

    Mike@BrashMonkey

  6. Hi Everyone,

    We're hard at work on a basic platformer game animation art pack. You can catch a sneak peak toward the end of this video:

    Keep in mind, the animations you see are only key frame and are not yet tweened, so final animations will be much smoother.

    Also remember, any character in an art pack will have char-maps using alternate art..which will allow for a large variety of visual styles, and other artists can create alternate image packs that can work with these art packs, so the variety of possible visual styles is limitless.. Take the giant head-size you see on the characters in this video for example...there will be alternate art that can be swapped out for normal head-sizes as well.

    So, here's your chance to have influence on the types of things and animations end up in the art pack.

    For now we know for sure there will be:

    Player:

    idle

    walk

    run

    balance check at edge of platform

    hand from edge of platform

    pull up from edge of platform

    hard stomp attack

    block

    dash

    jump

    fall

    get hit (variation 1)

    get hit (variation 2)

    basic death (generic)

    throw projectile

    get bumped back

    duck

    crawl

    slide

    flip in the air

    slide down wall (for wall jumping)

    jump from wall

    basic (turtle-like) enemy: (several variations)

    idle

    walk

    get hit

    die

    respawn

    flying variation of basic (turtle-like enemy)

    fly

    respawn

    get hit

    die

    Big "humanoid-ish" boss (several variations)

    idle (looking angry)

    walk

    jump

    fall

    land

    breath fire (or shoot beams)

    get hit (variation 1)

    get hit (variation 2)

    die

    laugh tauntingly

    ape-like display of anger (chest beating)

    hopping basic enemy:

    idle (going to hop)

    hop

    fall

    get hit (variation 1)

    get hit (variation 2)

    die

    Please suggest the ones you'd like to see, and if possible like to vids of screenshots of examples of what you're talking about in existing games.

    cheers,

    Mike@Brashmonkey

  7. Hi Fabian Schempp,

    The silence is just because Edgar and I are so busy on the cross-platform version of Spriter and art packs and until the new file format is finalized real work on the full blown plug-ins can't really begin.

    We do have someone lined up to make the Construct2 plug-in, but he won't be able to start until that time, which should be fairly soon. Stay tuned for news from Edgar later today.

    cheers,

    Mike@BrashMonkey

  8. Hi crazyheckman,

    I can't reproduce your bug.. to create a group I simply left click one sprite, then hold shift and start left clicking the others I want in the group one at a time, and to finish, while still holding shift, I right click on the Sprite (which I had already selected previously by left clicking). This creates the group, with the Sprite I just right clicked as the pivot point.

    Edgar is hard at work making a drastically improved Spriter build with the UI completely rebuilt and now running on PC, mac, and Linux. Its still going to be a while before this new build is ready to release though, so hopefully we can help you solve your issue before then.

    Any chance you could screen-record the bug in action so I can try and figure out the issue.

    thanks,

    Mike@Brashmonkey

  9. Hi kslr,

    Glad to help, I also made a quick getting started video which you can see here:

    A construct 2 plug-in is in the works which will load in the actual Spriter data and recreate the animations on the fly. If you cant wait for that, Spriter can already export the finished animations as sequential images, which you can use in any game engine.

  10. kslr,

    It sounds like you're using the Original (OLD) Spriter...not an old build, but the completely different prototype version of Spriter I had made!

    There is doccumentation and tutorial videos for that, But I suggest you skip that and use the beta of the all new Spriter that Edgar (Lucid is making from scratch)...its not fully featured yet, but has a much nicer interface, frame rate etc.

    Also, the old prototype Spriter saves in an old data format.. so if you do work with it, you'll need to use a converter program to convert from the old to a new format so the new Spriter can load it.

    Also, A plug-in for Construct is being made, but does not yet exist! You can make your animations in anticipation, and save them out for now as full frame images to use in Construct 2 if you want...but ideally you'll want to later re-"code" your game to use the Spriter animation format instead of full frame images.

    If you go to www.Brashmonkey.com you can find the download link for the beta of the new Spriter, and a "getting started with Spriter" video.

    If you want to use the old spriter for some reason, reply here again and I'll give you links to the manual and videos for the old Spriter.

    Of course, becuase you purchased the Spriter, you'll get the full Pro version of the new version for free once its availible.

    cheers,

    Mike Parent

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