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Mike at BrashMonkey

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Everything posted by Mike at BrashMonkey

  1. Hi Matthew Willox Sorry for the very delayed reply. I confirm that opacity (alpha) is NOT yet supported in the C2 Spriter plug-in yet.. Edgar has been told and it will be when he has the chance....but I can't guarantee exactly how soon that will be. cheers, Mike at BrashMonkey
  2. Hi Squidget, It does not work that way...if its already in the frame it coppies just the x,y, size, and alpha data...so because you're pasting into the frame you coppied from, theres no visible change...it does NOT create "clones" of all the parts... What you need to do is select all you want a copy of in the same frame...like an extra limb, and then hold the control key and clock and drag them...this will clone everything and should keep all relative bones, parenting hierarchy etc. THEN, you can select that new limb, copy it and choose "paste to all frames" and becuase THAT (new) arm is not yet in the other frames, it will paste the new arm to all those other frames...so that it will be in the entire animation. Does that make sense? Cheers, Mike
  3. No problem at all MelVin, I did a bunch of experimenting and it seems the problem is that you have the images in the main folder... this should not cause any issues...so technically its a bug.. I'll report it to Edgar. For now, the solution seems to be to make sure you never use images i nthe main folder, and only in sub-folders. I'll report back here when the issue is fixed in C2, but it will likely not be very soon as Edgar is very busy with Spriter itself. cheers, Mike at BrashMonkey
  4. Hi again Clayton, I'm afraid I'm a little confused now...becuase Character Maps has nothing directly to do with "entities"..although I think you can create a new identity by "baking" current char-maps to an entity... I can say the current version of the C2 Spriter plug-in does NOT support Character maps yet... but it does support multiple entities as far as I've seen and used it... but maybe there's a bug. I'd really need to see your actual Spriter fiels and Capx to be able to figure out what the issue is. Obviously there is an NDA implied...I'd never share or show what you're working on to anyone.. I'd be happy to sign an actual NDA first if that would make you feel better about it.. I just want to help resolve your issue. cheers, Mike at BrashMonkey
  5. Hi Domenic, I'm glad you made it through. Sadly an unavoidible condition of software development is doccumentation is always the last to be finished and perfected. (because you can't write about something that is not yet fully designed or working and because debugging, performance improvements and finishing the intitial feature list by necessity take higher priority) I certianly hope that if you had asked us any questions when you ran into issues or when our doccumentation was inadequate that we responded quickly and with good information. Was this not the case? cheers, Mike at BrashMonkey
  6. Hi MelVin, If you'd like you could zip up and email me your Spriter project as well as capx and I'll see if I can get it working or figire out what the problem is. My email adress is Mike@Brashmonkey.com cheers, Mike at BrashMonkey
  7. Rally awesome and top-notch looking game. It's got my vote! I also tweeted it and will put it on my personal Facebook page. cheers, Mike at BrashMonkey
  8. Thanks for the kind words and support, PixelPicoSean. Perhaps after the key features are in, Edgar could try and allow people to load a new project while an animation is playing...which I guess would be more convenient...but then agian, its not like the animation would keep playing anyway, since its about to be cleared from memory so that a whole new spriter project can be loaded. ;) As for performance on diferent platforms...Edgar has done what optimizations he can along the way, but there's always room for much more optimizing once all the key features are in...and focusing on stability and performance are the plan once all 1.0 features are working and availible to all Pro owners. cheers, Mike at BrashMonkey
  9. Hi Squidget, This is a known issue...basically the feature to rearrange animation order and move them from one entity to another just hasn't be impliment yet...but definately will be once the remaining key features are there. cheers, Mike at BrashMonkey
  10. I'm glad you got it sorted, scottypp. For future reference, if you delete all use of the image in Spriter and then delete the image file itself from its folder while Spriter is still open, and then resave the Sprite file (same name...no need for an iteration), then it will sucessfully save without reference to the deleted image. cheers, Mike at BrashMonkey
  11. Very cool! Great work Domenic. cheers, Mike at BrashMonkey
  12. We're already in discussion with Clickeam themselves and are all keen to make it happen. Hopefully we'll work it out and find a capible plug-in developer interrested in the task soon. Side-note: I''ve been using Clickteam products for well over a decade and am personally interrested in making this happen as well as professionally. cheers, Mike at BrashMonkey
  13. This feature will be added in the future. cheers, Mike at BrashMonkey
  14. Thanks for the bug report, yamada0000, We'll look into it asap. cheers, Mike at BrashMonkey
  15. Hi Ruvier, Welcome to the Spriter community. Have you seen the tutorial video I made for using Spriter files in C2? https://www.scirra.com/tutorials/699/importing-and-controlling-spriter-animation-files Hopefully that will help you get rolling with it. If once you've watched these videos and coppied all the steps, you still are having issues, you can email your capx and Spriter projects to Mike@BrashMonkey.com and I'll see what I can do to help. Welcome to the Spriter community and thank you very much for supporting Spriter! cheers, Mike at BrashMonkey
  16. Thaks everyone for reporting the crash bug when exporting PNG. It's a known issue for some systems with specific graphics cards/drivers etc...but getting a more thorough list like this of system specs that crash when exporting might very well help us fix the problem quicker. cheers, Mike at BrashMonkey
  17. Hi Helena, Thanks for supporting Spriter and welcome tot he Spriter community. Unfortyunately this is defiantely an issue with using such low-res images. The good news is we plan on a pixel-art friendly mode for spriter which will adapt many aspects of the UI to work ideally with very small images, as well as limiting placement to pixel perfect coordinates istead of allowing coordinatels like 1.2 etc. The bad news is we don't know how soon we'll be able to impliment this mode. I'll talk to Edgar and see if we can work on some kind of hot-fix in the near future to allow you to select and assign tiny images more easily. The only other think I suggest is to work at 4x the desired end-size for your game, with larger images, then create a scaled down clone of your spriter project when all your animations are done. (Spriter Pro has such a feature already) This is what I always do as it allow me to work large and slightly sloppy with the art, but it cleans up nicely once reduced...this also means I end up with high res versions of all animations for marketting art, sequals etc etc. I hope this is helpful info, and We'll see about fixing the issue asap. thanks again. Cheers, Mike
  18. Fix the z-order on one keyframe, then from the menu choose Edit/Copy Z-order To Other Frame. Thats all the functionality we have for now for such situations, but will likely add to it in the future...for copying to specific keyframes for example, as opposed to all key frames. cheers, Mike at BrashMonkey
  19. Hi Sphax, There definately should be (and will be) a fast way to copy entire folders worth of images default pivotpoints from one folder to another, or via multi-selecting images. Currently that feature is not yet implimented... but its definately one we'll add to Spriter Pro 1.0 as soon as we can. Thanks for pointing this out. cheers, Mike at BrashMonkey
  20. Perfect, I'm sure this will be helpful for Edgar to trouble-shoot. Thanks, Mike at BrashMonkey
  21. Hi timcollins, Welcome to the Spriter community. Sorry you're having these issues...it definately sounds like a compatibility issue with the OS. Could you possibly post some screen-shots of this situation? Has anyone else with windows 8 run into this issue and/or know any potential solutions/workarounds? cheers, Mike at BrashMonkey
  22. Thanks for the kind words and your AWESOME work on the Spriter2Unity tool you're creating. We'll definately be switching focus to general stability and workflow improvements once the remaining 1.0 features are in. Please bear in mind Spriter's stability at this time is highly dependant on the system and os combination its being run on. As you'd expect, it runs quite smoothly and stable on the systems Edgar and I use to develop and test Spriter on...because we can find, figure out and fix any bugs or crashes we see..and know when they're fixed. For bugs that don't appear on any of our devices, we have to rely completely on detailed bug reporting from users who discover the issues on their systems. We have a feeling though that most of the stability issues actually stem from the same root causes, so its highly likely stability will drastically improve on the systems currently having issues once we manage to find and fixc the cause of any one of them. cheers, Mike at BrashMonkey
  23. Hi dincicode, This is almost certianly a video card/driver compatibility issue. Can you please tell us your system specs, os, video card, OS etc? cheers, Mike at BrashMonkey
  24. Cool idea Sphax, This is definately not something we'll have time to look into until sometime after the release of 1.0... A helpful memeber of the community had mad ea Photoshop script which aided in exporting images for use with Spriter...they might be a good person to talk to in the meantime... viewtopic.php?f=3&t=1412 cheers, Mike at BrashMonkey
  25. Hi Sphax, It's doable and planned, but also a massive undertaking which has not even begun...and even simple art packs take several months to complete...so unless a third party is already working on such an art pack, it's going to be a while. cheers, Mike at BrashMonkey
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