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Mike at BrashMonkey

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Everything posted by Mike at BrashMonkey

  1. 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.
  2. 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
  3. 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
  4. 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
  5. 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
  6. Hi muddpuddle, I suggest you look through the Spriter tutorial videos and the built in manual (help/help from Spriter's menu) to get a feel for the features. Long story short, Spriter 1.0's feature set is focused predominantly on animating single effects or characters, but after the initial release of 1.0 we'll slowly begin adding new features which will make it much more powerful and flexible for animting entire scenes etc. We can't promise how soon any of these new features will roll in though , or in which order. To answer your specific questions, to my knowledge there's no hard limit to the animation size...but to keep it manageible, I'd break any scene of a few seconds into sgements...each segment being its own animation, that could then be played back in order...this would make sure it stays easy to manage and edit. There's no such thing as layers currently...you can have as many "sprites" as you want...in any z-order per key-frame... layer related features are a big part of our future plans for Spriter 1.x, but again, we can't say how soon they will appear. thanks, Mike at BrashMonkey
  7. Hi berchthold, Thats a great idea...currently there's no automatic way...you'd have to increase the duration of hte entire animation with the stretching option turned off, then multi-select and drag all the key frames you want over. I'll pass this on to Edgar as a feature request, but can't promise it will appear any time soon...we're trying to wrap up the critical features for the initial release of Spriter 1.0 ASAP before stating on any new features. cheers, Mike at BrashMonkey
  8. I'm very glad I was able to help. cheers, Mike at BrashMonkey
  9. Very cool, Dengar. Thanks very much for contributing to the improvement of the Unity plug-in~ cheers, Mike at BrashMonkey
  10. Hi Helgi, I'm afraid I don't understand your issue with the resize project feature. I get the feeling it is unpredictable to you because what you think its for and what it actually is for are two different things....but I'm not sure what you're trying to do with the feature. The feature is for creating a whole new Spriter project, Which is a clone of the original, but with all images changed to the new scale, and all positional data etc also changed to compensate for the change in image sizes. The most common use of the feature would be to initially make all your animations with images BIGGER than the final size you need, and then create cloned and resized versions of the entire Spriter project to perfectly suit specific devices (to not be wasteful of ram and drawing time etc.) When does Spriter ever make imported images bigger than they actually are? And what do you mean by "imported" images? I really don't understand what you mean. Can you explain more or make a video screen recording? thanks, Mike at BrashMonkey
  11. Wow! Very nice work! I'm glad Spriter could be a part in helping you achieve your vision and we're hard at work adding more features which make future builds of Spriter ever more useful to creative people like you. cheers, Mike at BrashMonkey
  12. This looks awesome. Good luck with the project. cheers, Mike at BrashMonkey
  13. Hi Animator97, The expected set-up is to create a project folder in which you will save your scml or scon files, and place your sub-folders containing the images you'll be using. It's also critically important you NOT change the location of the spriter files and image files relative to each other, because if you do, Spriter will no longer be able to find the images used by the Spriter files. (scml or scon) Are you creating the file on PC, then moving it to mac and trying to load it into Spriter on the mac? So long as you keep the entire Spriter project folder (a main folder with scmls,scons, and sub-folders with images) intacked, with relative locations un-changed, it should work fine. Was this related to the issue you are having? cheers, Mike at BrashMonkey
  14. Hi thesmileman, When reporting bugs and crashes, please let us know which OS you're running Spriter on and any other information which might be useful, such as graphics card type etc. Thanks very much for reporting the problem. We'll look into it asap. cheers, Mike at BrashMonkey
  15. Use copy and past to ad your raindrops to all required keyframes, or drag it from the objects palette (the little thunbnail of the image, not the name) The universal no symbol (all us old people call it "the Ghostbusters symbol" ;) ) means you're trying to drag a sprite onto the frame that is already present in the frame. You can definately animate a rainstorm in Spriter. The new snapping and ruler features in version b7 will really help make sure the timing and looping are perfect as well. cheers, Mike at BrashMonkey
  16. Hi, C2 won't let diferent object types into the same group to insure there would be no compatibility issues regarding actions that work with one object type but not others. However, if you are pinning Spriter objects to "dummy-sprites" (collision or control sprites), then you can control z-order with the sprites first, then set z order of the corresponding Spriter objects to (on top of) the sprites they are pinned to. I hope this makes sense. cheers, Mike at BrashMonkey
  17. Just set the FPS to 24 (second item in the dialogue) You can also lock the actual playback FPS to match. Also, setting ruler units to "snapping frames", sets the ruler's ticks to represent the "frames" cheers, Mike at BrashMonkey
  18. Are you using copy, paste to all keys? This should have it tweening as you'd expect...whereas if you drag the same image from the "files" palette, t his creates a new object that happens to be using the same image. One other possibility is that key 1 is set to no tweening...right click keyframe one in the timeline and make sure its set to linear as opposed to instant. If neither of those fix your problem, you'll have to send me your Spriter project so I can see what the problem is. (mike@brashmonkey.com) thanks, Mike at BrashMonkey
  19. Spriter files are basically just text files with coordinates and transform data for the images you use...you must copy over the enthre folder of images AND the spriter file, and keep them in the same exact hierarchy set-up...as in: main folder with the scml or scon files AND subfolders with all the images they use. cheers, Mike at BrashMonkey
  20. I'm glad I could help. cheers, Mike at BrashMonkey
  21. If you need limbs and bodies in diferent angles of perspective (foreshortening), then yes, you need to draw at least those specific parts for each angle you need. The nice thing about Spriter is you can animate with body parts or full frame images, not only for each animation, but even at diferent parts of the same animation. It's very possible some of your animations, like walk or standing idle, could be accomplished to very high visual quality using the bone method and just a single image for each body part..and you're free to do so... but other animatrions would be better represented by creating each frame as a full image. You can do both. To assure the style of animation looks the same between all animations, you can set all key frames to not tween. In a future release of Spriter Pro, there will be an option to do such things automatically, but we can't promise how soon. cheers, Mike at BrashMonkey
  22. Have you watched the tutorials? https://www.scirra.com/tutorials/699/im ... tion-files https://www.scirra.com/tutorials/699/im ... tion-files cheers, Mike at BrashMonkey
  23. Using actual scml files in a game engine means silky smooth tweened animations instead of non-tweened animations, it means using a handful of images instead of a huge amount, saving a huge amount o file space, texture space etc.. It also means you can use collision boxes, variables, sound effect triggering, etc, all edited right in Spriter for your game. That and the ability to swap out images on the fly to allow for characters to get new outfits, weapons, armor, etc etc in an extremely efficient manner. Have you watched the Spriter videos on youtube, or read about Spriter from our web-site? cheers, Mike at BrashMonkey
  24. Try turning off OpenGL in Spriter (view/Disable OpenGL in Spriter's menu.) The shostly smudge over his shoulder might be some mostly transparent pixels in the arm image..I'd chect the actual image in the spriter project (art pack) and see if you can clear out that part of the image and see if t clears that part up. thanks, Mike at BrashMonkey
  25. Hi sadisticpenguine, Thanks very much for supporting Spriter with your purchase! I need to understand exactly what you're trying to do....you have the Essentials Basic Platformer pack, and you want to use a character map that you'll create in the .scml file to swap between the male and female characters? If thats the case, you'll need to do a bit of work: 1) rename all the image folders in the female art set so they won't be identical to the folders in the male characters art set... for example, if there's a folder called "heads", maybe rename it to "F_Heads"..and do this for each image folder. 2) copy all the female image folders into the mane folder of the male character, so they are in the same place as all of his image folders and the .scml file. 3) Load up the .scml 4) Copy all the default pivot points from each specific male body part image to the equivelent female image. (sorry its not yet in there, but a future release of Spriter will be able to automate the pivot point swapping) 5) Create the char-map and use the fast, folder based method to designate sawpping between equvelent male images to female images. Apply the character map and it should look right. Have you watched this video? cheers, Mike at BrashMonkey
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