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Mike at BrashMonkey

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Posts posted by Mike at BrashMonkey

  1. 5 hours ago, You Jumped Out The Box said:

    Hello,

     

     

    I use Windows 11. After installing Visual Studio x86 and x64, I do not have any of the files in the SysWOW64 folder, except for msvcr100_clr0400.dll.

     

    After copying this one file and the two files from System32 into the spriter folder, I still get the error messages:

    "Couldn't find msvcr100.dll"

    "Couldn't find msvcp100.dll"

     

    Also side note, my spriter folder is not in Program Files(x86)\ steamapps\etc. ... but directly in Program Files(x86)\Spriter\ where it has been installed automatically.

    Was it specifically the 21013 version of visual Studio and had you uninstalled the older versions of visual studio first?

    Did you reset your computer after installing and copying the dll files into the Spriter folder?

     

  2. On 2/23/2022 at 3:53 AM, yesmam said:

    I know that when Spriter exports the sprite sheet it helps you save space by remove empty spaces. But in a way does the scml/scon/json file "remember" all the transparent space after it gets removed? I see the png that gets exported is small and fits every sprite nicely but in the scml/scon/json file that gets exported, does it remember/or use the original size for anything?

    Say I make the exact preparation for 2 games
    Game 1: I imported sprites into Spriter with already perfect padding 
    Game 2: I imported sprites into Spriter with TONS of unreasonable padding around then use Spriter to help clean it up and trim.

    Will both games have the same performance?

    Typically the ideal workflow is to work with a Spriter project which keeps all body part and effect images as separate PNG image files.(in this case each image can have padding so if you need to increase the art while cleaning or improving the animations you have the room to do so). Each time you are ready to update the spriter animations in Construct 3, that is the time you should choose "generate  sprite sheet for project images" from Spriter's menu and export the new project (generate scon file as well) to a NEW folder. This optimized exported version of the spriter project is the best one to import into the game, both because it will use the "draw self" rendering mode instead of creating a bunch of individual Construct sprites for all the body parts, AND like you said, it will also trim and optimize all the body part images into a single sprite atlas. So, Yes, The Spriter plug-in in Construct will properly place and animate, even though Spriter trimmed and rotated all the body part images.

    Just remember, always edit in the original Spriter project with separate body part images, and take that export step into the other folder before importing the optimized version into Construct to update it in game. 

  3. On 2/15/2022 at 8:45 PM, Chris Newton said:

    https://drive.google.com/file/d/13_Mj47vk_sLL-3GhmIBwgZbNCGOsEMCA/view?usp=sharing

    Here's a video of what is going on when I adjust the y scale. I also sent an email to the above address a few minutes ago with my project attached. I want it to scale from the bottom but it is occurring in the middle instead. Thanks for all your help in advance @Mike at BrashMonkey

    Just to wrap up this topic, we got to the botton of this via email and this video shows the issue was the art (body parts) were drawn and saved out on angles, which doesn't work if you want to stretch and squash them in Spriter. This old tutorial video explains why.
     

     

  4. On 2/3/2022 at 3:59 PM, Chris Newton said:

    I'm trying to use the scale feature inside Spriter Pro to get some squash and stretch for idle/running/jumping/landing animations but I'm getting some strange results. I don't want the sprites to scale from their centers but I can't find a way to change that. I made sure the origin points were not the issue. Is there something I'm missing? @Mike at BrashMonkey

    https://postimg.cc/gallery/pXmMn6p

    The screen shots aren't enough to figure out the issue. Ideally record your screen and put up a video of what you're doing and the result, and also please zip up your entire Spriter project and send it to mike@brashmonkey.com and I'll see what I can figure out.

  5. Unfortunately for a question like this it's best to do benchmark testing yourself with place-holder art to find out for yourself, because there are too many factors which can make it hard or impossible to estimate... things like the size and number of the frames, how many 'body part' images you use for the Spriter version, which Spriter features you use, the actual target platforms you'll be running the game on, etc.

    In general, a regular Construct sprite is faster, BUT if you're making a big, high res boss character, and want it to have lots of animations, and you want those animations to be silky smooth, then using Spriter would be much more efficient for memory and likely also for performance.. Also, with Spriter you can have infinite animated and customizable collision boxes, spawning points, triggers etc.

  6. On 1/31/2022 at 12:02 AM, Destron said:

    Hello, 

    I am using the Steam version of Spriter on Windows 11, and it refuses to launch. It doesn't give me any errors, the only indications I can see it is doing anything is because in Steam the launch button will change to stop for a moment then revert back.

    I have tried to search around and troubleshoot. I already have all versions of the Visual C++ Redistributable from 2005 to current installed. I tried to uninstall and reinstall and no go. I also have Adobe Creative suite installed. 

    Some of the dlls I have notices people getting errors on are the same errors I received trying to use Moho, and that program works fine. I don't actually get any errors - just nothing. 

    Not using an any antivirus - just Windows defender and firewall. 

    Here is the startup log contents:

    BrashMonkey Spriter - Version r9
    
    Setting up main window...
    Successful.
    
    Initializing model...
    Successful.
    
    Setting up widgets...
    Successful.
    
    Setting up graphics viewport with openGL...
    Successful.
    
    Spriter launched successfully.

     

    Ironically it does work on my Mac..... I assume using Proton?

    If you guys could offer any help, would be much appreciated! 

    Hmm... I've never heard of this before. This makes me think it's a problem specifically with Spriter on Windows 11. It's especially troubling if there is no error message. I'll speak to Edgar (Spriter's programmer) and see if he has any ideas.
     

  7. Hi Glade. Spriter itself has not changed in a long time (as development has switched to Spriter 2) so if it's performing differently now it must be something other than Spriter itself, like the size or number of images used, the OS, or some other program causing the change in performance.

    Also the skin feature was an experimental and not fully implemented and not supported feature, so while we might be able to figure out what's causing the slow-down, there's nothing we can do about on the Spriter side of things. So we can only help by trying to help figure out what is causing the performance issue and seeing if that non-Spriter element can be changed or worked around.

  8. 33 minutes ago, Tudor15 said:

    Thanks for the response!

    I tried this solution:

    But I couldn't figure out how it can help.

    I pressed and hold M, while in canvas, and left clicked and drag a blank part of the canvas. But, all I could see was the sprite being moved around.

    The square that wraps the sprite and gives it a border didn't changed.

    I even set a pivot, but I don't know if this will help.

    Now, I'm reconstructing the sprite, using the body parts. I think this maneuver could solve the problem.

    OH, You're talking about exporting the full frames OUT of spriter, and then using the exported frames in a game!
    The trick is the custom crop settings.
     

     

  9. On 11/29/2021 at 12:23 AM, Glade said:

    Everything seems to be working but when i drag the sprite into the scene, all of them just come out black. It doesn't look like that anywhere else. They're all pngs

    Tried putting an image from the url but doesn't seem to be working. https://imgur.com/a/TmDFUq8

    I've never seen this issue before. Can you zip up the folder with these images and email it to mike@brashmonkey.com and I'll try to figure out what's causing the issue.

    Also, please reply here and let us know which OS you're running Spriter on and what graphics program and settings you're using the create the PNG images with.

  10. On 11/29/2021 at 7:55 PM, holyhell111 said:

    Pre ordered spriter 2, paid with PayPal 

    Payment went through and all but never received a email with a Serial key and I cant find any way to check "purchases" on the forum here. 

    I only created an account here today.

    Hi holyhell111

    I just checked and the system has no record of the purchase. Please email me directly at mike@brashmonkey.com with you paypal payment information and I'll resolve this situation for you ASAP. Sorry for the inconvenience.

    -Mike at BrashMonkey

     

  11. There might be indirect improvements to Spriter Pro by the way of other programs which add to or augment what can be done with Spriter animations, but no direct changes to Spriter Pro are planned because development has switched over to Spriter 2.

    Usually a new Spriter 2 update build and progress report is released roughly every 2 weeks, but the current update is delayed because one of the last big 1.0 features is currently being added and connected in with the rest of it. it should not be much longer.

     

  12. For any kind of side view game the characters should be made in Spriter so that their hot-spot is center bottom, for humanoid type characters that would be down in between where the feet would hit the ground. 

    To fix this after the fact you can only do it on a per animation basic.

    For each animation hold M while in the canvas and left click and drag a blank part of the canvas to move the hot-spot to the proper spot.

  13. could you please email the actual spriter project you are trying to reimport to mail@brashmonkey.com
    Have you perhaps accidentally used a Spriter feature which the C3 plugin does not support, or did you meant to say if you delete the Spriter object first and then import the new version it does not crash?

  14. @bernardo @Mroverlord

    I did a quick search engine search and discovered this is not a Spriter specific problem, and some people trying to use Photoshop and other programs including many games are running into this same issue.

    It is a case of DLL's and runtimes which are commonly used and which are typically pre-installed on Windows PC's no longer being preinstalled on some Windows installs.

    Here is Microsoft's recommended solution:
    https://www.windowsinside.com/fix-0xc000007b-application-error-windows-10

    I also found this video which might offer an easier solution  BUT the person is recommending an installer program made by a third party individual which will install all required DLL's all at once for you, which is convenient, but you'll need to decide if you trust the install program for yourself. BrashMonkey LLC can't be held responsible if you decide to trust this persons solution and something goes wrong.  We are not recommending it, just letting you know it exists and might be an easy solution, but there's always potential risk with such things.

    También encontré este video que podría ofrecer una solución más fácil, PERO la persona está recomendando un programa de instalación creado por un tercero que instalará todos los archivos DLL necesarios a la vez para usted, lo cual es conveniente, pero tendrá que decidir si confíe usted mismo en el programa de instalación. BrashMonkey LLC no se hace responsable si decide confiar en la solución de esta persona y algo sale mal. No lo recomendamos, solo le hacemos saber que existe y que podría ser una solución fácil, pero siempre existe un riesgo potencial con tales cosas.

     

     

     

  15. On 9/24/2021 at 9:15 PM, bernardo said:

    Tengo el mismo Error

    La aplicacion no se pudo iniciar correctamente ( 0xc000007b ).

    Al principio tenia el error de los DLL MSVCP120.dll. Pero instale el Microsoft Visual C++ 2013 y ahora tengo el error 0xc000007b.

    Tengo instalado tambien Visual Estudio C++ 2019 ya que lo necesito para programar.

    Uso Edicion Windows 10 Pro Version 21H1

    Hi Bernardo,

    Mroverlord reported the same issue earlier, but this seems to be a new problem which we'll need more information to find the solution for. 

    Are you sure you actually installed Microsoft Visual C++ 2013, because unless you uninstall all newer versions first, it will only pretend to install, but if you pay attention later to the message it gives when it says it finished, it will tell you it didn't bother actually installing it because you already have a later version installed. 

    I'm not positive about this new problem with )xc000007b, but in all previous cases of missing DLL errors, if the user installs the free trial of Adobe's creative cloud with Photoshop, then it resolves the issue.. The Adobe suite must install the same DLL's which Spriter happens to need as well.

     

    Hola Bernardo,

    Mroverlord informó el mismo problema anteriormente, pero este parece ser un problema nuevo para el que necesitaremos más información para encontrar la solución.

    ¿Está seguro de que realmente instaló Microsoft Visual C ++ 2013, porque a menos que desinstale todas las versiones más nuevas primero, solo pretenderá instalar, pero si presta atención más tarde al mensaje que le da cuando dice que terminó, le dirá que no lo hizo? No se moleste en instalarlo porque ya tiene instalada una versión posterior.

    No estoy seguro de este nuevo problema con) xc000007b, pero en todos los casos anteriores de errores de DLL faltantes, si el usuario instala la prueba gratuita de la nube creativa de Adobe con Photoshop, entonces resuelve el problema. La suite de Adobe debe instalar el mismas DLL que Spriter también necesita.

  16. 8 minutes ago, Dror Rejwan said:

    Hi

    I'm willing to consider creating a port to Godot, however will I be wasting my time because Spriter 2 will be out soon?

     

     

     

    I remember quite a few Godot users have asked about support over the years.

    Once Spriter 2 is fully functional and it's initial runtimes are released, this won't make Spriter Pro completely obsolete, especially for those who have already been working on Spriter pro made animations, and people working on pixel art games, or who want to use other features or the art packs which currently only work with Spriter Pro.

    If you do want to make a plug-in, be sure to reference one of the existing open source plug-ins from here: https://brashmonkey.com/spriter-runtime-apis/

    And feel free to contact us directly at mail@brashmonkey.com if there are any questions blocking you regarding the data format etc.

  17. Animations are made in Spriter, but all images used to create the animations (like body parts) must be made in a different program and saved as PNG's, then used in the Spriter animations. 

    If you carefully create animations (of a character for example) using the same exact bones and skeletal structure in both animations, then some of the real-time play-back plugins for Spriter projects, like for Unity and Construct 3 do indeed supporting blending (tweening) smoothly between the two animations instead of just ending one and playing the next afterward. 

    Yes, you can install Spriter Pro on multiple devices, just don't let anyone use any of the installs at the same time you are using it.

    I don't know the anser regarding Pro Motion NG. I suggest you contact cosmigo directly about that.

    Spriter 2 will eventually offer better features for animating entire scenes, but first we need to focus on finally getting version 1.0 out with all the core features for animating individual objects.

    cheers.


     

    1 hour ago, brainwavecreations said:

    Hey @Mike at BrashMonkey.  I appreciate the response :)

    Most of the art I am using was made in Spriter.  So I thought it may be possible to tween two animations together, which have already been setup in Spriter.  I believe the spriter project file contains the animations that were made as well as the images themselves...  But, not 100% sure.  I'll have to look into that.  I'm considering Pre-ordering Spriter 2 either way.  It seems like a very useful tool for the toolbox.

    Here is a another question for you.  I would open another thread, but it took a couple days for this one to go live.  As far as the licensing goes.  Can I install Spriter Pro on multiple devices?  Also asking this question in regards to, Pro Motion NG, but that is another developer, so not sure if you might know the answer as far as Pro Motion NG goes..

    Basically...  I have an older model HP Spectre x360, the style laptop that can fold over into tablet mode.  I'll be doing most of my art and animation on there.  But, it would be nice to be able to install a copy of the applications on a desktop or two as well.  Is this allowed under a single license?  I would be the only person using the applications.  But, it would be nice to have it on the desktops I do my game design/dev work on, for any finishing touches on sprites, animations, etc, without having to jump back and forth between computers/devices.  I also plan on getting a touch screen drawing tablet for my desktop in the future as well.  I used to have a nice 24", from Wacom years ago, and looking to eventually get whatever the newer model is.

    EDIT: I looked into the EULA and Terms of Use, but could not find an answer to this question anywhere, unfortunately.

     

  18. Hi brainwavecreations,

    Spriter does not directly support vector art and you can not create vector art in it. You'd need to save the art out as PNG images before you can use them in Spriter. 
    Also, Spriter is really made for animating individual objects, effects, or characters for games and is definitely not the best tool for trying to animate entire scenes.

    Also, while Spriter Pro does have a sub-animation feature, it's quite limited and not supported by any of the video game run-times as far as I know, so it's only useful if you plan to export the final animation to sprite sheets or an animated GIF.

    It really sounds like for what you're after there are more appropriate tools than Spriter which you'll be able to do a lot more with.

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