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Mike at BrashMonkey

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Everything posted by Mike at BrashMonkey

  1. Unfortunately we can't see your attached image. you might have to host the image somewhere else and link to it here. Ideally record your screen to show us what you are trying to do and how it's failing and post it on youtube or another video hosting system. Keep in mind, skin mode was proof of concept and unfinished, and has bugs of it's own. Despite that several Spriter users have learned to work around the shortcomings and make some great animations with skin mode. Hopefully we can help you do the same.
  2. Have you watched our getting started, quick tip, and longer format tutorial videos? https://www.youtube.com/user/BrashMonkey Once you learn the basics of setting up a rigged character in Spriter the difference between bipedal or quadruped animation should not be very big. I recommend you find a good reference set of hand drawn frames or photos to copy, rig your wolf character, then use bones to copy each key frame of the animation.
  3. Hopefully we can help resolve these issues quickly, but we need to know a lot more information. What operating system are you using Spriter on? What features are you using when it closes? How big are the average image files you're using in your Spriter project? Can you make a screen recording of the program closing when you try to work? The vast majority of people do not have this problem so we will need this kind of info to figure out the cause for the issues you're experiencing. thanks
  4. Anything but side view is much more difficult in any 2d animation system, even drawing on paper... the big issue is you can't even use bones for the limbs for the most part and likely have to use mostly image swapping for moving the limbs in perspective across the animation, especially if the style is detailed and realistic. Even if someone made a tutorial example it might not help you because it would depend greatly on the visual style of the art but also the animation style you are after. If you post an image of the character itself (ideally a single frame of him running forward) s
  5. We hope to have support for Fusion 2.5 but can't guarantee it yet. Sorry we can't give more accurate info in this regard yet, there are too many unknown factors at the moment.
  6. Have you tried yet with a different browser or incogneto/private tab? I'm pretty sure the page is fine and it's an issue with the cache in your browser or IP. If that doesn't work, download and unzip this: https://drive.google.com/file/d/142IMdqqn3pSqf3F_T7Tslxm7V1pOuKDl/view?usp=sharing
  7. please try the link again. It works for me. We ere having server issues for a while. You should be able to save the page as HTML to use offline if need be, and there re also websites or plugins you can use to download videos from Youtube. After clearing your browser cache please let me know if the link is still not working for you.
  8. Yeah, we don't consider this a valid long-term solution, but we're glad this works as a temporary work-around until the issue can actually be fixed.
  9. I'm back with a preliminary update. Until Edgar can fix the issue in the import process (it might take help from Ashley at Scirra) I think the best work-around is to rename your current Spriter object, import the updated version, then use Construct's replace object in events feature with all events selected in order to replace all references to the old version of the Spriter object with the new updated version... the, of course you can delete the old version from the project. For this to work you need to be careful not to add alterable values or behaviors directly to the Spriter object
  10. Sorry for the very delayed reply. What do you mean by "The Sprite exporter". Please be sure to use the exact name of features as they are in Spriter and ideally share screen recordings or screen grabs so people know for sure they know what you're talking about.
  11. Great job. it looks like a lot of fun too!
  12. Hi John, sorry it took so long to respond, we just now recovered from a malicious hack of our server, which required us to migrate to an entirely new and professionally protected server. I'll try to Speak to Edgar about this and run some tests tomorrow. Sorry I don't have any direct answers right now, but I at least can finally let you know we're looking into it.
  13. Sorry, we don't have an estimated delivery date, but Edgar is working on an alpha build update as we speak and we'll switch to a more concise update schedule as soon as possible as he continues to get all features and their corresponding UI all connected. Regarding tutorials, are you aware of the two youtube channels with lots of tutorial and quick-tip videos? https://www.youtube.com/channel/UCfkyf95y-FOpPzcvhgmooJQ/playlists
  14. @GaboAs you say, words (and apologies) are cheap, though this does not mean they are not sincere. And we're still going to offer quite a few words here, not that we think they can or should alleviate your frustration with us, but simply to clarify things the best we can. We are also very frustrated with the prolonged delays and are doing everything we can to try to catch up as best as possible, the Kickstarter would have allowed us to contract additional help and in general get more consistent man-power directed towards those ends. It was one option it would have been foolish to not try, be
  15. Sorry, as we had mentioned long ago, skin mode was an experimental proof of concept which won't be fixed. Spriter 2 will have much more advanced deforming features which of course will be actively supported. I know it's a troublesome work-around, but you could render out the deforming (skin mode) parts all separately by making a character maps which hide the other parts, then combine all the rendered frames back together after the fact in a graphics program.
  16. you want to learn about 'character maps' https://www.youtube.com/watch?v=NufHCAHrEdw http://www.brashmonkey.com/spriter_manual/what%20are%20character%20maps.htm
  17. You need to create a scaled export of your entire project, not just the sheet, as the math for all the coordinates for all the smaller images need to also be scaled to work with smaller images. http://www.brashmonkey.com/spriter_manual/creating a scaled clone of an entire project.htm
  18. Log in to steam in your browser (not the Steam client app) with the account which owns Spriter, then go here: https://steamcommunity.com/linkfilter/?url=https://steamcommunity.com/app/332360/discussions/1/1743355067128015969/ Please let me know if that works for you.
  19. We're definitely going to pursue Godot support once Spriter 2 is closer to a feature complete beta and the foundational runtimes like C# and JavaScript are ready to port from and use as guides. We can't give time estimates or promise anything until we've had time to explore the possibilities.
  20. So long as it's legitimate Spriter work or Spriter related there's almost no such thing as posting too much, but if it is all for one thing or a theme it could make sense to turn it into a single thread and keep posting your new animations or characters into the same thread.
  21. No, Spriter's skin mode was experimental/proof of concept and is not supported on any run-time. Spriter 2 will feature advanced mesh deforming and a Construct 3 plugin is planned. Unfortunately there's no way to actually see the full object in construct 3 once imported. You could export a single frame of the default animation of your Spriter character as a PNG and then create a construct sprite with that image to use as a placeholder in any layout that will need that Spriter object, then at start of layout, have that place holder sprite spawn the Spriter object and then destroy itself.
  22. https://www.kickstarter.com/p…/539087245/spriter-2-alchemist This is the first in a series of videos where we will explain some of the core principles of Alchemist. In this video, we give a quick example of how to add simple logic and interactivity to objects and characters for your games or cartoons.
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