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Mike at BrashMonkey

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Everything posted by Mike at BrashMonkey

  1. 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.
  2. There's no way yet to disable AA, but its a planned feature before 1.0 is ready..that and a few other tweaks and features to make Spriter more pixel-art friendly. cheers, Mike@Brashmonkey
  3. Great job icuurd12b42! I know a lot of people have been waiting for this.
  4. 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
  5. Fantastic news! Great work charlieman!
  6. Wow! I'm very impressed with what you've accomplished so quickly. Fantastic work Thinksquirrel! Mike@Brashmonkey
  7. Hi Everyone, Most of you likely already know whats covered in this video, but you might want to check it out just to make sure. I'll make more videos once the other features start to become availible. cheers, Mike@Brashmonkey
  8. Thats no bug, Dicon. Each frame is completely independent of all the others. THe ideal work flow is to completely assemble the first frame before animating...otherwise you'll have to add your new parts into each key frame. Perhaps eventually there could be a feature to put an image down on all key frames at once, but no such feature exists currently...especially becuase the expected workflow for most animations which use the same image parts is to fully assemble your first frame, then start animating.
  9. Several plug-ins for popular game authoring systems are in the works. This will be the place to check on their status and download betas as they become availible. Please check back soon. cheers, Mike@Brashmonkey
  10. @Joseph_D, Have you read the Quick start guide which was installed with Spriter? It sounds like you have not yet pre-created images (like body parts) in folders in a main project folder. Spriter is not used to draw, its used to transform (rotate and stretch) and combine multiple separate images to create frames of animation. Please check in the folder where you installed Spriter for the PDF file and give it a quick read. We'll make tutorial videos and more thorough documentation in the near future. cheers, Mike@Brashmonkey
  11. Hi Johannes, We will have draw the line in the sand some time soon to keep this private forum private and for early backers. So tomorrow will be the deadline for any who want to be granted entry to these forums. Of course, those who have been sent emails can join at their leasure, but after tomorrow no-one else will be allowed to join. thanks, Mike@Brashmonkey
  12. Spriters actual optimized data format will someday be supported in GameMaker, so primitive and ineffieciet methods like full frame sprite strips for animations wont be necessary. Until that time, hopefully theres a free program out there that will automatically convert sequential images into a sprite strip. I just "Googled" it and this sounds pretty nifty for your needs: http://www.texturepacker.com/ cheers, Mike@Brashmonkey
  13. Hi wolli, You should be receiving an email with the URL and password for that forum later today or early tomorrow. Sorry for the delay. Mike@Brashmonkey
  14. At the very least you'd always be able to create a program that reads and converts an exproted Spriter file to your own custom format. The Spriter file is just an XML, so very easy to read and convert.
  15. Hi jmcmorris, Thanks for the kind words. Yes, you are correct that CharMaps have not yet been added to the new Spriter, but the are a very high priority for us as well. If you need to create custom support for Char Maps as quickly as possible, you can use the same logic that we used for the original Spriter.. Spriter swaps or hides images based on the folder they are in. So its simply a matter of checking whichg folder an image is from, and either not displaying it or swapping it with a same-naled image from a different folder. So , you'd need to add an aditional data file, or add additional data to the Spriter file which is a list of Charmaps, which designate what to do in the case of specific folders for each Char Map. I hope this helps. Of course Edgar will get these key Spriter features working in the new Spriter as soon as possible...the current hope is to get all the original Spriter features working in the new spriter in the 6 to 9 month range...of course updates will be released as he makes progress with each feature, so the wait for char maps should be considerably shorter. cheers, Mike@Brashmonkey
  16. Hi Blodyaugust, Sorry for the confusion. Right now the only version of the new Spriter is the public beta which you surely already have, but as soon as Edgar and I have a chance to get through the ocean of info from the Kichstarter campaign, we'll be emailing all backers with a link to the full pro version of the old spriter as well.(hopefully in a day or two) While the old Spriter does have many of the features that the new Spriter is currently lacking (Like sound triggering, variables. CharMaps etc) this will change quickly and I'd assume most Spriter backers are more likely to just keep using the beta of the new version and wait for these other features to appear. To put it mildly, the new Spriter has such a drastically improved interface that most who've used it would not likely bother to use the original Spriter. (I can say this honestly despite having created the original Spriter ;) ) The Construct Classic plug-in is at beta stage and is freely availible on the Construct forums but I'm having trouble finding the actual thread/link right now. As soon as I see Edgar online I'll get this info posted here for you. It will be in the mass email to all backers as well. cheers, Mike@Brashmonkey
  17. Hi naqproductions, Spriter is currently targeted to be as flexible, easy to learn and use, and to export animations that are as cross platform as possible. Remember, all artists can produce bitmap images, not all can or like producing vector art, and more importantly, all game engines support images, and very few support vecotor..ispecially in a universally accepted format. It's certianly possible there will be some level of vector art support down the road, but that would come after Spriter was very feature complete for what it's designed for, and thats being the ultimate 2d game animation tool for everything from classic low res pixel art to modern 2d games like Muramasa... so the focus for now is on manupulating images (textures). Also, keep in mind that becuase a game would need to use drastically fewer images for full animations, the few remaining images that are required can afford to be rediculously large. (depending on the target system) Still, don't let this stop you form making specific feature suggestions... Depending on funding and the level of requests for features such as vector support, perhaps it will come sooner rather than later. cheers, Mike@Brashmonkey
  18. Awesome. Great work Johannes. I wish you and fellow Mac users the best of luck figuring out how to run the current Spriter natively, but it the mean time its great to know there are otehr options. cheers, Mike@Brashmonkey
  19. Here's the link: http://www.kickstarter.com/projects/539087245/spriter?ref=live Please support Spriters continued rapid development and spread the word. thanks very much. -Mike
  20. I can't say for sure how long it will take, but it will be Lucid's top priority after the New Spriter is at a solid 1.0 release. He's not started yet, but the Construct Classic plug-in is nearly finished and in public beta testing...Hopefully the fact that most of the logic is already very much worked out (from the CC version) and the fact that C2 iis in general more stable to work with than CC will mean a quick development time. Sorry we can't give specific dates, but Lucid is working on Spriter and the plug-ins more than full time and is determined to make Spriter and its Plug-ins as quickly and as well as possible.
  21. Sorry for the long silence. I've been ill and Lucid has been hard at work on the soon to be beta stage public release of the new Spriter. For now the best way to get up to date Spriter news is to keep an eye out for posts by Lucid on the forums at http://www.scirra.com in the Construct Classic section.
  22. Thanks very much for supporting us with your purchase. We're not sure when the all new Spriter will be released, but expect a fairly solid public alpha within the next month or so. The current Spriter Pro can already export finished anims as sequential PNG images and the new Spriter will be able to do the same once it is officially at verion 1.0. Unfortunately we're still working on getting a programmer to make the MMF2 Plug-in, os its not even begun yet.. The one for Construct Classic is nearly finished however and is already availible for public alpha testing.
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