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Mike at BrashMonkey

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Posts posted by Mike at BrashMonkey

  1. There are many ways to accomplish this.

    One easy way is to create a small empty PNG image and then use Sprite'rs image swap feature to just change the balloon image to the invisible one at the moment you desire.

    Another method is to drag up the timeline editor to reveal the timeline specifically for the balloon and create a new key-frame for it at the moment you'd like it to disappear and actually delete it. (make sure looping is turned off for the animation) Scrub on the balloon's timeline to just a millisecond after you want it to disappears, click the "key selected button", then click on the balloon in the canvas and press the delete key.

    similarly, you could switch the key-frame of the balloon to instant instead of linear tweened and then bring its opacity immediately to zero to make it look like it instantly disappears.

     

    Or you could image swap the balloon into the image of the pop effect.
     

  2. Did you set the default pivot points in the replacement images to match the default pivot points of the original images they are intended to replace?
    Is this the issue that you are having? that the images when you activate the character map are misaligned?

     

    Can you make a screen-recording showing us what you're doing and what the result is?

    Regarding batch exporting, are you aware of the features shown in this video (including batch exporting and the ability to save out spriter sheets instead of single frame images)? 



    There will be character map like features in Spriter 2, but that and other features will be very different from Spriter Pro.

  3. Good news. This is not a bug, but a feature, and we were missing something. (I forgot about it)

    Put your mouse-pointer over the child bone you want to be scaled at the same time and hold the right mouse button down. Keep it held down and move the mouse pointer over the 4 arrows pointing outward toward the corners to turn on scale inheritance.

    Now when you scale the parent bone that child will scale too.

  4. The words Dimensions and Resolutions are causing confusion. Dimensions typically means number of pixels across and down.. it sounds like this is what you need to be 72x72 pixels. Is this right?

    Resolution tends to be pointless for on-screen graphics...  its DPI for printing, as in 72x72 dots per inch.

    I'm afraid we'd need to see the actual files etc to be able to know for sure what's going on. Have you contacted the creator of the art pack?

     

  5. Hi Mana... please always tell us what OS you're using Spriter on and make sure you're using the latest build of Spriter (and if it's thye normal or Steam version) when reporting potential bugs or asking questions about functionality.

    I was just able to reproduce the bug. Try typing the bones y scale in the Object properties instead of dragging on the bone scaling widget and I think you'll get your desired result.

    Amazingly, it would seem you're using Spriter in a way no one else did, and are the first to report this issue.

    Thanks

     

  6. 7 minutes ago, JohnTDA said:

    Hi I bought Spriter well before August on Steam but the link to the Spriter 2 beta on steam doesn't work. Is there an alternative method? Thanks

     

    If you make sure you are logged into your steam account in your browser and that steam account is t he one that owns Spriter, then the link should work. Please make sure you are logged into your steam account in that browser before trying the link and let us know if you still have any issues.

  7. 17 minutes ago, Jason Hymas said:

    Thanks Mike. I'll look into that since I'm fairly proficient in GIMP and not Pro Motion. I also couldn't find anything out there as to add more custom assets to the heroes_pack char map. Is that possible and if so have you made a tutorial for that? Thanks again!

    Copy whatever body part images are closes to the new version you want to add, and rename the copies to whatever you want. Carefully paint over each body part image, leaving the palette and the image dimensions totally intact.

    Then create a new character map which swaps the default body part that you're replacing with the equivalent image of the new body part images you made.

    That's it.
     

  8. Gimp is not a program specializing in pixel art and indexed color modes, so when it saves its rearanging the palette and likely removing unused colors etc to make the resulting PNG smaller. You might be able to find a setting in Gimp's options to have it "not reduce color depth" of PNG images while saving, but if not, you'll need to use a program specializing in editing pixel art, like Pro Motion NG etc. 

  9. It would help to use a graphics program specializing in indexed graphics modes (pixel art) as opposed to programs more dedicated to high res full color photo manipulation etc.
    It's ideal to use a graphics program that keeps the color palette intact when loading and saving it.

    I personally use Pro Motion NG, but any pixel art creation software should work the way you need with the least hassle.
     

  10. On 11/8/2018 at 1:06 AM, Wermfood said:

    Thanks @Lucid. I put the code as shown and the head just stays still while the body goes to town!

    HelpMePlease.png.9b77cd16e27b9d6534305c010761880d.png

    I even tried to associate a standard sprite (non spriter) and I have the same effect. I am trying to set the heads position in relation to the body. I can easily upload my constructor project if you would like to take a gander at things in action. Just let me know how to proceed :D

     

    please email it to mail@brashmonkey.com so we can take a look.

  11. Welcome to the Sprtier community. Please be careful when posting to an English speaking community board. I almost mistook you for spam and deleted your post and banned you, especially because the title of your topic didn't mention Spriter.
    I also suggest you use something like translate.google.com to translate your posts and paste the English translation on top and then the original version under it.

    Regarding localization, this will likely be easier with Spriter 2 as it develops, but we'd need people in the community to make the translations for us.

    Similarly, as we start releasing tutorial posts and videos, we'll invite multi-lingual members of the community to create translated versions or subtitles for them.

    cheers.

     

    Добро пожаловать в сообщество Sprtier. Пожалуйста, будьте осторожны при публикации в англоязычном сообществе. Я почти ошибочно принял вас за спам, удалил ваше сообщение и забанил вас, особенно потому, что в заголовке вашей темы не упоминается Spriter.
    Я также предлагаю вам использовать что-то вроде translate.google.com для перевода ваших постов и вставки английского перевода сверху, а затем оригинальной версии под ним.

    Что касается локализации, это, скорее всего, будет проще с спрайтером 2, так как он развивается, но нам нужны люди в сообществе, чтобы сделать переводы для нас.

    Точно так же, когда мы начнем выпускать учебные посты и видеоролики, мы пригласим многоязычных членов сообщества создать для них переведенные версии или субтитры.

    веселит.

  12. For me the 'sloppy" approach is fastest, because I approach the creation of the art as a very organic process where I start fast and lose, and change and improve everything as I go... so I get the majority of design and decision-making work done as 1 layer, then I break it into body parts by freehand selecting and copying and pasting and copying and deleting, and then finally clean up each body part, using a group with as many layers as I'd like per body part. 

  13. When we switched to the new forum and store system we sent out an email to all Spriter owners with instructions for how to log into their new purchase/forum account and retrieve their downloads, serial number etc. I guess you missed that email back then.

    Please email mike@brashmonkey.com and tell me the email address you had used to originally make that purchase and i can hunt down that account and merge it with this one.

  14. I'm sorry I somehow never saw this thread until now. Be sure to mention what OS you're using Spriter on when you have an issue.

    for a second I thought maybe you accidentally clicked the "hide bones" check-box, but I think you're talking about the actual transform gizmos that appear when you choose any sprite to manipulate. I've actually never seen this bug or heard anyone else ever report this, so please do get back to us with more info if it ever happens again.

    again, sorry for not seeing this for so long.

  15. sorry, no, it won't be possible. At least not for a long while, if ever. It's possible a converter could be made, but that would be a very low priority until Spriter 2 reaches version 1.0 (feature complete and stable.)

    It's also too early for us to know or announce what authoring systems will be supported when, and if by third parties or ourselves. Our first goal is to support the most used authoring systems/ languages with open sourced run-times/plug-ins so that anyone can potentially port it for use in another authoring system or their own custom game engines.

    Only after Spriter 2 is at 1.0 will we be able to start road-mapping support for other platforms.

  16. Thanks for the feedback. We're definitely making sure Spriter 2's UI is more customizable and intuitive. Unfortunately for Spriter Pro, there's not such as thing as "quickly" adding any feature, but it's possible for us to look into sometime after Spriter 2's private beta begins soon (end of 2018).

    As for crashes. We're always sorry when any customer deals with any lack of stability in Spriter, but I know in your particular case you tend to be using Spriter to animate much more complex entire scenes than it was really intended for, which explains why you experience stability issues far more than the average user.

    We're determined to make Sprite 2 far more capable in both stability and feature-set in allowing users like you to create beautiful and complicated cinematic scenes, but it will be a while before the majority of those specific features make it into the beta and then eventually the release of version 1.0

     

  17. Thanks for the feedback and bug reports.

    Regarding this one:

    ' Character Maps - there`s no way of swapping images per object - If I have a character with two heads and I want to swap only one of them I need to do some dirty hacks with duplicated images with different names"

    This is not a bug, its the way the feature and data format is designed. It keeps workflow and data very simple and easy to understand/work with, and wanting to swap out the same object differently in the same key-frames of the same animation of the same character is a very edge-case scenario, and even in most of those cases, it's only a matter of a handful of redundant image copies being required to work around the issue.

  18. Thanks very much for the suggestions and feedback. We're keeping an eye on all this and will be influenced as Spriter 2 continues to evolve.

    Regarding your question:

    "I have a problem with exported seq images (PNGs here). Spriter always defaults to 96 ppi and exports the PNG's this way even if the images in the source folders are in 72 ppi.
    I have also tried to reproduce this with a simple fresh new project. And the result is the same. When I randomly open one of those images in Photoshop, and check with image size, it reads 96 ppi. Is this how it is intended to work? I'm not a graphics guru yet, don't know if this convention causes problems in the future?"

     Don't worry, ppi is a completely arbitrary and useless "setting" for video game artists or animators. ppi is for printing (pixels per inch) (same for dpi=dots per inch). It makes no difference to the actual image unless you decide to print it instead of animate it, and even then, you could change it's ppi settign to whatever you'd like before printing.

  19. On 11/13/2018 at 9:37 AM, pradeeepkgn said:

    I purchase Spriter Pro. from ClickStore  and  .humblebundle

    How I update by Spriter 2 ?

    You will be sent an invite for Private beta when the time comes (if you purchased Spriter Pro a while back or earlier, or the pre-order) and you'll be given the upgrade automatically when Spriter 2 is ready for release. 

    Private beta begins before the end of the year, but we don't know exactly when yet.

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