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Mike at BrashMonkey

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  1. Like
    Mike at BrashMonkey reacted to Xushou in Spriter 2 FAQ   
    You guys are really amazing and amazing! Very geeky, I support you!
  2. Haha
    Mike at BrashMonkey got a reaction from Xushou in Spriter 2 FAQ   
    Yes, I was referring to the alpha version of Spriter2... Alchemist specific features will start to appear (also in alpha state, being not yet fully perfected, but ready for testing and feedback from the community) as the Sprite 2 build gets closer to a feature complete beta.

    I'm responding on behalf of BrashMonkey, LLC, but I'm the artist half of the two man team. The other half of the team, Edgar, is the programmer. We each always work full time (or more) for our company, but much of that full time work is often things other than development, like making business decisions, deals, customer service, etc etc. The amount of required other tasks beyond development varies wildly from day to day and week to week, and much of it is unpredictable as opportunities present themselves, markets shift, and other unpredictable demands or requirements occur. The more there is funding the more we can delegate non-programming chores to outside help and can contract other programmers to contribute to Spriter 2 and especially Alchemist's development.

    In general the biggest delay in Spriter 2 was making sure it's data format and foundational code was flexible, expandable, and powerful enough to be able to easily 'host' all of the great features we have planned both for Spriter 2 and especially for Alchemist. Basically, the scope of core features and expandability for Spriter 2 grew to make sure we will deliver a truly revolutionary and competitive animation tool, and that demanded a lot of extra and previously unexpected development time. As you likely can imagine, preparing a Kickstarter takes a huge amount of time, as does maintaining the campaign to make sure it succeeds as much as possible,  so this contributed to the minor current delay.. but we were overdue for a 'visibility round' and already at less than a third of the way through, the campaign has proved to be worth it. The greater visibility, stockpile of new promotional material, greater internet presence,  and resulting support, backers, and potential customers will more than make up the lost time over the following months.

    Which two apps are you referring to that you purchased on Steam? The only one on Steam that I can think of is Spriter Pro (which of course will get you Spriter 2 as a free upgrade.) Is that what you meant?

    cheers.
  3. Like
    Mike at BrashMonkey got a reaction from l34765sgh in Spriter 2 FAQ   
    It's possible the new alpha build will be released by the end of the month, it might be slightly delayed, ironically due to the unexpected extra time required to prepare the Kickstarter campaign.

    Everything is effected to some degree by funding, and there are several potential factors that could change how much gets done per update, but the updates themselves will still happen. Spriter 2 will have a much better beta build out for July regardless of the Kickstarter, but even Spriter 2 can arrive at version 1.0 faster if the Kickstarter is fully funded.

    The better the funding, the more man-hours can be dedicated per day on Spriter 2 and especially Alchemist, going from more hours we can work in-house to contracting outside help.

    There are too many potential and unpredictable factors and other business requirements to be able to say for certain which hours can be spent on what over a long period of time unless large enough funding is raised to guarantee the ability for full-time work.

    To clarify, Kickstarter campaigns are 'all or nothing', so if the backings don't reach 50k or more by Feb 4th we won't get funding it did raise and the backers won't be charged. We could of course pursue providing an alternate means for the backers to fund Alchemist and reserve the same reward tiers.



     
     
  4. Like
    Mike at BrashMonkey got a reaction from Cherezyuk in Spriter 2 FAQ   
    Yes, I was referring to the alpha version of Spriter2... Alchemist specific features will start to appear (also in alpha state, being not yet fully perfected, but ready for testing and feedback from the community) as the Sprite 2 build gets closer to a feature complete beta.

    I'm responding on behalf of BrashMonkey, LLC, but I'm the artist half of the two man team. The other half of the team, Edgar, is the programmer. We each always work full time (or more) for our company, but much of that full time work is often things other than development, like making business decisions, deals, customer service, etc etc. The amount of required other tasks beyond development varies wildly from day to day and week to week, and much of it is unpredictable as opportunities present themselves, markets shift, and other unpredictable demands or requirements occur. The more there is funding the more we can delegate non-programming chores to outside help and can contract other programmers to contribute to Spriter 2 and especially Alchemist's development.

    In general the biggest delay in Spriter 2 was making sure it's data format and foundational code was flexible, expandable, and powerful enough to be able to easily 'host' all of the great features we have planned both for Spriter 2 and especially for Alchemist. Basically, the scope of core features and expandability for Spriter 2 grew to make sure we will deliver a truly revolutionary and competitive animation tool, and that demanded a lot of extra and previously unexpected development time. As you likely can imagine, preparing a Kickstarter takes a huge amount of time, as does maintaining the campaign to make sure it succeeds as much as possible,  so this contributed to the minor current delay.. but we were overdue for a 'visibility round' and already at less than a third of the way through, the campaign has proved to be worth it. The greater visibility, stockpile of new promotional material, greater internet presence,  and resulting support, backers, and potential customers will more than make up the lost time over the following months.

    Which two apps are you referring to that you purchased on Steam? The only one on Steam that I can think of is Spriter Pro (which of course will get you Spriter 2 as a free upgrade.) Is that what you meant?

    cheers.
  5. Like
    Mike at BrashMonkey reacted to 8DashP in Spriter 2: Alchemist Kickstarter is live!   
    Nice to see a big list of features. It sounds like a very ambitious project, and probably something needed to differential Spriter from the competition in the current market. I must confess however, it is all quite confusing as to what the end result will be.
    The ideas behind the control widgets and procedurally generated characters in particular are hard to envisage how this would be implemented in a game development package. It almost seems like you want Spriter to be the game engine. Are the widgets going to be exportable components to be imported into the end user game engine, or are they used within spriter simply to render out generated images to, for example, sprite sheets, or animation states? This is just an example of what is unclear from the Kickstarter page to me, which makes it hard to decide whether to invest or not, and even whether this is all Alchemist functionality, or a mix of Spriter 2 and Alchemist. My assumption is that everything shown is Alchemist specific and won’t be available in Spriter 2 base.
    It would be good to see some more in-depth examples of specific functionality. Not sure if development is far enough along to do this though.
    Russell.
  6. Thanks
    Mike at BrashMonkey got a reaction from Mario in Spriter 2 teaser and pre-order sale!   
    You'll still have access to your Spriter Pro license and you can still use the art packs with Spriter Pro.
    It's possible we'll eventually make a converter to convert Spriter Pro project files to Spriter 2. It's also highly likely we'll provide discount options for people with the current art packs to cross-grade to the new ones. We won't know for sure until at least a few months from now.
  7. Like
    Mike at BrashMonkey reacted to blurymind in Spriter 2 teaser and pre-order sale!   
    spriter has such an elegant and intuitive GUI, I am very eager to see its evolution in 2
  8. Like
    Mike at BrashMonkey reacted to joemid in Spriter 2 teaser and pre-order sale!   
    Can't wait!  I love Spriter Pro and recommend always.  Can't wait to see more about Spriter 2!  Would love to see implementation in Visionaire Studio-
  9. Like
    Mike at BrashMonkey got a reaction from l34765sgh in Spriter 2 FAQ   
    The full range of Alchemist features  will require a massive amount of work in addition to that required to finish Spriter 2, including additional contracted work to get done. it's not financially feasible to make them all free without additional funding via selling it as an expansion. A successful crowd-funding campaign will help us get there sooner. The better it does, the more features and other value we can add more quickly.  The core version of Spriter 2 is befitting from Alchemist development as well. It's now planned feature set has already expanded in scope beyond what was originally planned when we promised it as a free upgrade for Spriter Pro owners.
  10. Like
    Mike at BrashMonkey reacted to Dennis Andersson in Animations too close to edge dissapear   
    @Mike at BrashMonkey Thank you Mike, this solved it for me! Fantastic Happy New Year!
  11. Like
    Mike at BrashMonkey reacted to bwwd in He-Man & She-Ra Game 2.0 Release   
    As You know most animations for this game are made with amazing original Spriter using 3d meshes , Today new version of the game was released, its been 4 years and im grateful to Brashmonkey for such fantastic software.
     
     
  12. Like
    Mike at BrashMonkey reacted to Matt_UK in Generic Java Importer   
    this was me doing it wrong....
    I didnt understand the charactermaps example code properly (and probably I still don`t)
    i used:
      public boolean touchDown (int screenX, int screenY, int pointer, int button) { if(button != Input.Buttons.RIGHT) player.characterMaps[i] = charMaps[i]; //set the character map to the one saved in maps   else   player.characterMaps = null; //set the char map to null, to remove it   i = (player.characterMaps.length+(++i))%player.characterMaps.length;   return false;   }    
    but when i changed it to 
      player.characterMaps[0] = charMaps[i]; //set the character map to the one saved in maps  
    everything worked as planned.
     
    I then spent a day with a working character map demo and being unable to get the Spriter Player to render within my game logic.
    turns out I didn`t understand Camera classes properly either so now that`s fixed i seem to be able to completely get rid of spritesheets in my game and the world is a wonderful place again
     
                             
     
  13. Like
    Mike at BrashMonkey reacted to Robert Brooks in Animated treant 2d character   
    Hey everyone I really should post here more often! I've been making hundreds of characters for my game asset site www.gamedeveloperstudio.com all thanks to Spriter! I'm always in such a rush to get onto creating the next character  or game asset design that I never really stop to share my work here. If you've seen my site you'll know I absolutely love Spriter I've been using it for over five years now and it's really helped in creating such cool character animations. I'm really looking forward to using spriter 2! 

     Here's my latest work for the site, it's a forest demon character, If you're creating games and would like to use this character you can find him on my site. 
    Thanks for reading. 
     
     
  14. Like
    Mike at BrashMonkey reacted to Cherezyuk in Spriter 2 FAQ   
    Жду с нетерпением. Люди в моей группе тоже интересуются. Spriter 2 VK численность группы пока не большая, но после запуска будет расти.
  15. Like
    Mike at BrashMonkey got a reaction from Scraggle in How to edit several keyframes ?   
    Hi Scraggle,
    There are two separate solutions to these issues.. specifically, to make the overall anchor point of your animations in a new place, choose your animation, hold M while in the canvas, and simply left-click and drag to move the anchor point for the entire animation.
    Then there is also this feature:
    https://www.youtube.com/watch?v=-BpjzYKk-40
     
     
  16. Like
    Mike at BrashMonkey reacted to sds_alex in SpriterDotNet - An implementation for all C# frameworks   
    I pretty much solved my own problem, but in case other folks want to go down this path in the future: From what I gather, the animator.FrameData.SpriteData contains objects that represent the information about the way a sprite needs to be positioned and drawn. It doesn't seem to contain a reference to the name of the bone that it is attached to by default. I edited the SpriterDotNet API to add a string variable named BoneName to the SpriterObject class in the SpriterModel.cs file, and then added "info.BoneName = timeline.Name;" to the top of the AddSpatialData method in the FrameDataCalculator class. This allows me to retrieve the BoneName from a SpriterObject. 
  17. Like
    Mike at BrashMonkey got a reaction from Icepick in Shorter Characters Using Char Maps   
    No, that's not possible. You'd need a character map system that actually can replace bones or shorten bones to go along with the shorter images. This does not exist in Spriter Pro but eventually Spriter 2 might allow for such things.
    You might need to create a scaled clone of the entire Spriter project for smaller characters, and then repaint the reduced-sized images for the new shorter characters.
  18. Like
    Mike at BrashMonkey got a reaction from joemid in Lot's of Spriter 2 news in the works. Thanks for your patience.   
    We're wrapping up the framework that will not only allow for powerful expansions to the core version of Spriter 2, but over the coming weeks, we'll be showing off some GIFs for a future add-on to Spriter 2 also made possible by these investments.
  19. Thanks
    Mike at BrashMonkey got a reaction from xlordt in Spriter 2 teaser and pre-order sale!   
    Yes, Spriter 2 is very much in development and we're working on a big update announcement. Progress can be followed here: https://brashmonkey.com/roadmap/
  20. Like
    Mike at BrashMonkey reacted to conceptgame in Generic Java Importer   
    Hi all,
    Thank you Trixt0r for your implementation. After adapting the generic C++ reference implementation for the Windows platform on the CF2.5 game engine, I am now porting this implementation to Android.
    I used your code to perform this but I have got the usual first nightmare which is the coordinate system which is not really standard on this game engine.
    I got this on grey guy standard example (see attached image).
    From your experience, where do you think I need to investigate first and where in code?
    - reverse Y on Load?
    - reverse angle on Load?
     

  21. Like
    Mike at BrashMonkey reacted to Matt_UK in Generic Java Importer   
  22. Like
    Mike at BrashMonkey got a reaction from Taddely in Spriter Pro for Commercial Use   
    Yes.
  23. Like
    Mike at BrashMonkey got a reaction from STORMFATH3R in Export Flashing/Glitching   
    please email me (Mike) at mike@brashmonkey.com and we'll see if we can work something out. Thanks.
  24. Like
    Mike at BrashMonkey reacted to malibumanjp in Requested feature: keyboard shortcuts to change the image of a sprite   
    Hi Mike,thanks for the feedback!
     
    I have folders organized as:
    - head
    - torso
    - arms
    - legs
    - lower_legs
     
    But each of these sub folders have dozens of body parts, with arms approximating 50 sprites! This makes switching sprites a real tedious task as i have to scroll to one side of the screen to be able to reach with the mouse the sprites far off on the opposite side. The lack of alternative way to changesprites makes it so that i have to do it that way. Keyboard shortcuts to circle through the list going left or right would be a real life changer !
     
    Thanks
     
    Tom.
  25. Like
    Mike at BrashMonkey reacted to malibumanjp in Requested feature: keyboard shortcuts to change the image of a sprite   
    Hi,
    I've been using Spriter on and off for a couple years now and I've really started to pick up with it a few month ago. There are a few quality-of-life improvement I wish we could get, amongst which live switching images on a Sprite:
    As far as I know, the only quick way to change the image of a sprite is to click and hold the right mouse button, to display a visual horizontal list of the images attached to it (linked to the folder it's from or limited to the object's images), then move the mouse cursor to the image wanted and release the mouse button. The issue I have is that the horizontal list gets out of the screen since I usually have way more images in any given folder than the 15 or so items that can be displayed on my screen.
    The easiest solution I see would be to have keyboard shortcuts to circle through the folder images, backward or forward on a selected sprite object. Maybe this already exists but I could not find how to do it.
    Spriter is a great tool, simple and efficient, and it would make using it much smoother with this little change!
     
    Thanks,

    Tom.
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