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Mike at BrashMonkey

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Everything posted by Mike at BrashMonkey

  1. Hi Helgi, I'm not sure I understand the first part of your message. If the animation and sprite positions look diferent in your game engine as they do in Spriter, then this is a bug in the spriter support for your game engine, please be sure to report that so it can be fixed, ideally with screen shoots of how it looks in Spriter and how it looks when played back. Now, about changing the position of an image across ALL animations at once: 1) If there's some "room" (transparent pixel borders) in the actual images, you can nudge the actual image position in the image themselves in a program like photoshop and resave them..when you reload the images/animations in Spriter, of course this change to the image will effect its position in Spriter universally (obviously it dient change the actual coordinate of the image, just the image itself has been changed) 2) We'll likely eventually add a special feature to allow an image to be universally moved across an antire animation or the entire file, but can't promise how soon this wiull happen. 3) You could duplicate the image you need to nudge (in the image folder), then set its default pivot point to a slighty diferent position than the original image's default pivot point, and then use a character map to replace the old image with the new one with a diferent default pivot point location. Then bake the character map into an entity, this will recreate all the animations using the new image instead of the old image. note: eventually there will be an automated feature in Spriter to remove all unused images from the Spriter project. I hope this information is helpful. cheers, Mike at BrashMonkey
  2. Very cool, Thanks very much for sharing with the community, Trixt0r. cheers, Mike at BrashMonkey
  3. Hi zannar2, Thanks for taking the time to report these skin mode related bugs, I'll be sure to bring these to Edgar's attention once he's ready to work on finishing and finalizing the skin mode UI and data format. cheers, Mike at BrashMonkey
  4. Hi stitan, If you have Spriter Pro, then this is what the Character maps feature is all about. Please watch this video: Also, i you choose help/help in Spriter's menu, the manual will appear, which has a section explaining the use of character maps. If you don't have Spriter Pro, the only option I can think of is to copy your whole Spriter project to create an identical copy of the whole Spriter project, then replace all the body part images with identically sized but different looking images. (the images would need to be the same exact size, and same exact name, in the samne exact respective folders) cheers, Mike at BrashMonkey
  5. Please use google translate to post your questions in english as well as your native tongue so the rest of the community can best answer your question. Si prega di utilizzare google translate per inviare le vostre domande in inglese così come la vostra lingua madre in modo che il resto della comunità può meglio rispondere alla tua domanda. thanks, Mike at BrashMonkey
  6. The next build of Spriter should have a keyboard shortcuts page in its manual, and eventually Spriter will let you set custom hotkeys. cheers, Mike at BrashMonkey
  7. Hi MelVin, This is a tricky question that depends very much on specific situations...If the Spriter object is replacing very large full frame images that are eating up all the draw calls of the device, then you'll likely gain performance by using the Spriter object, but, if you're replacing a bunch of tiny effects that appear in high numbers all over the screen (rotating coins, explosions etc) then those specific items are most likely best kept as full frame regular C2 sprites. This is especially true if you are using the more sophisticated speed curves in your Spriter animations. Long story short, the best thing to do is perform benchmark tests at the start of your project and regularly to make sure you're not killing performance with too many of either type of object (really big full frame sprites, or complitacted spriter files with lots of speed curves etc.) That said, we do have some speicific optimization features in mind for the future which should definately give you more and better options for optimizing each animated aspect of your game. We can't say more until we get that further developed. cheers, Mike at BrashMonkey
  8. Looks awesome inazuma, I can't wait to see the final product. Best of luck becoming fully funded. cheers, Mike at BrashMonkey
  9. Looks cool, Best of luck with your project adamprack. cheers, Mike at BrashMonkey
  10. Awesome work terinfire, Thanks so much for sharing. cheers, Mike at BrashMonkey
  11. Hi finscn, For youtube embed, its rather tricky...choose to edit your post to see how it needs to be... basically: "" then the URL for the video, BUT YOU MUST change the https to http (get rid of the s) and then" " Notice how you must not have the close bracket after the =, it comes after the entire URL. As for the IK feature, I just tested Spriter b8 on my windows vista pc and it works exactly as in the video.. You dont push shift you HOLD shift, and you dont left click the bone to move it, you left click and hold/drag to move it. Also, it's important to note, the current ik support only goes 1 parent bone deep...not up the entire hierarchy. Does this information help? If not, you'll need to show me the Spriter project you're trying to use IK with, and maybe a screen recording of what you're doing and the effect of IK not working so I can figure out the issue. thanks, Mike at BrashMonkey
  12. Thanks for the bug-report, cosmos10040. I'll mention it to Edgar soon. cheers, Mike at BrashMonkey
  13. Very polished looking game filharvey, great job. Very cool that you are using Spriter to offer character custimizations! cheers, Mike at BrashMonkey
  14. Hi codyp424, Thanks very much for the kind words and support. I'll report this bug to Edgar asap. Any chance you could post a screen recording of the bug in action so its super easy for Edgar to reproduce when he has the time to deal with the bug? cheers, Mike at BrashMonkey
  15. Hi vladalexeev, 1) It sounds like you want to use character maps (pro feature only). Have you read about character maps in the manual and seen the video showcasing character maps? 2) This is clearly a bug in the Unity support. Have you brought it to the atention of the Unity thread? Maybe someone can fix it or already has... do you have the latest version of the Unity plug-in? 3) Absolutely, add all accessories to the animations, and then turn them off or on using character maps. This will help: cheers, Mike at BrashMonkey
  16. Welcome Mod619, Currently theres no built in way to do such a thing. For now you'd have to manually srag each key frame on the timeline to their opposite position, which could get very messy and confusing. I'll mention it to Edgar when I get a chance. cheers, Mike at BrashMonkey
  17. Hi spirallix, Welcome to Spriter and thanks for the kind words. As for your issue, its hard to imagine whats causing your issue without seeing what you're doing..could you maybe record a video of your screen while the issue is occuring and email me a Spriter file with things that won't move as you'd expect? (mike@brashmonkey.com) cheers, Mike at BrashMonkey
  18. Did you try it and it didnt set the curve type to instant? What happened when you tried it? You right click on a key frame and should be able to choose its curve type, annd choose instant or other curve types. Is this not working for you? Are you using build B7? thanks, Mike at BrashMonkey
  19. Agreed. At the very least an option to have Spriter crop based on actual transparent pixels instead of the outer dimensions of the sprites being used. cheers, Mike at BrashMonkey
  20. Hi MrRagePants, Please wahtch this video, and when you're done, I recommend you watch the rest of the tutorials as well. It could save you a lot of time and hassle. The other tutorurials: cheers, Mike at BrashMonkey
  21. Hi Helgi, Did you watch the tutorials? https://www.scirra.com/tutorials/699/im ... tion-files https://www.scirra.com/tutorials/699/im ... tion-files Did you make sure both special file options are turned on while exporting your scml and scon? Are you exporting both from Spriter to the same folder, with the same name? Do you understand scale project makes smaller images and a new scml file with smaller coordinates to use the smaller images? It looks like you reloaded the original Scml (not the reduces one) but in the folder with the REDUCED images! Make sure you back up the large version so when you experiment you won't lose your work.
  22. Hi KeeCoyote, How are you trying to import the images? Only PNG is supported, and if you just put the images in one either your Spriter projects main folder or a sub-folder within that folder, they should appear in the files palette. have you read through the manual (help/help in Spriter's menu) and watched the tutorials? cheers, Mikwe at BrashMonkey
  23. I can verify that our goal is for Spriter to eventually be so flexible and powerful that entire scenes involving multiple animated objects as well as "layers" of an environment could all be done in Spriter directly. Obviously all the features for this sort of thing will appear one by one, over the course of many updates. cheers, Mike at BrashMonkey
  24. Hi everyone, I just wanted to let you all know that after the upcoming release of Spriter B* Edgars making finishing the doucumetation for the Spriter data format his top priority. cheers, Mike at BrashMonkey
  25. Sounds awesome Dengar, Please don't hesitate to contact Edgar directly if there are ver any questions you need answered. (lucid@brashmonkey.com) I should also point out that immediately upon the upcoming build release of Spriter (B8), Edgar is making finishing the Spriter data format doccumentation his top priority. cheers, Mike at BrashMonkey
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