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Mike at BrashMonkey

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  1. Like
    Mike at BrashMonkey got a reaction from l34765sgh in Layer workflow in preparation for Spriter animation: Help   
    For me the 'sloppy" approach is fastest, because I approach the creation of the art as a very organic process where I start fast and lose, and change and improve everything as I go... so I get the majority of design and decision-making work done as 1 layer, then I break it into body parts by freehand selecting and copying and pasting and copying and deleting, and then finally clean up each body part, using a group with as many layers as I'd like per body part. 
  2. Like
    Mike at BrashMonkey got a reaction from danosono in RPG_Heroes_Pack_Essentials palette issues?   
    Gimp is not a program specializing in pixel art and indexed color modes, so when it saves its rearanging the palette and likely removing unused colors etc to make the resulting PNG smaller. You might be able to find a setting in Gimp's options to have it "not reduce color depth" of PNG images while saving, but if not, you'll need to use a program specializing in editing pixel art, like Pro Motion NG etc. 
  3. Thanks
    Mike at BrashMonkey got a reaction from danosono in Manipulate image(s) in CharMap > update portrait   
    If I understand you properly, yes, you'd have to update the portrait manually too. They are separate hand drawn images. The program has no idea if and how you modified one and can not artistically interpret your changes and translate that to the large portrait chest images.

    just find the folder with the chest images and edit that to match your new design.
     
  4. Thanks
    Mike at BrashMonkey got a reaction from danosono in Manipulate image(s) in CharMap > update portrait   
    It's not simply enough to get the images back into indexed color mode... it must have the color indexes in the same exact order as the unedited originals for the palette changing features to work properly with it.
  5. Thanks
    Mike at BrashMonkey got a reaction from danosono in Manipulate image(s) in CharMap > update portrait   
    It would help to use a graphics program specializing in indexed graphics modes (pixel art) as opposed to programs more dedicated to high res full color photo manipulation etc.
    It's ideal to use a graphics program that keeps the color palette intact when loading and saving it.
    I personally use Pro Motion NG, but any pixel art creation software should work the way you need with the least hassle.
     
  6. Like
    Mike at BrashMonkey reacted to inkbug in Using Spriter animations in Construct 2   
    Hi @Mike at BrashMonkey,
    Thanks for replying - I understand things have been hectic with putting out Spriter 2.
    I'm afraid that after some time with no reply on this forum, I posted this issue on the Scirra Spriter-plugin topic, where it was resolved by @lucid.
    I believe the current version of the plugin already contains the fixes in question.
    Thanks again, and good luck with Spriter 2 - I look forward to seeing it in action.
  7. Sad
    Mike at BrashMonkey got a reaction from AlbertMen in Spritesheet export not saving   
    Yes, my guess is even though the character is the same size, due to the number of resulting frames (duration of animation) AND the overall size of each frame (due to position of character, such as arms extended, tail extended etc ) combine to demand a bigger total spritesheet image than Spriter is capable of. 
     
    I'm glad to hear you're using Unity! This should solve all your problems! http://brashmonkey.com/forum/index.php?/topic/4477-spriterdotnetunity/

    If it has any issues importing or playing back your Spriter files, please report them on that thread.
     
  8. Like
    Mike at BrashMonkey got a reaction from Geraldml in Construct 3 SCML Plugin : Need Updates.   
    Sorry for the delay. Edgar is currently tied up with work on Spriter 2 until we can release the next bit of update info for it. We'll be setting up a C3 subscription shortly for testing and development once Edgar's hands aren't so full. Hopefully it won't be too much longer.
    Thanks as always for your patience and support.
  9. Haha
    Mike at BrashMonkey got a reaction from AlbertMen in Spritesheet export not saving   
    Hi FailedStarfish,
    Are you using the new build of Spirter (r5) or R4?
    The size of the png's you're using is not as important as what the total size of each frame would be. For example, even if your separate images are 1x1 pixels, if they are 1000 pixels away from each other in the animation, then each frame will be massive. 
    Can you please make a screen grab or screen recording video showing the attempted export and most importantly, what export settings you're using.
    Also, feel free to email your Spriter project to mike@brashmonkey.com and tell me which animation you're trying to export and at what settings and i'll see if I can figure out the issue. This is most likely the fastest way to get the issue resolved.
     
    cheers.
     
  10. Sad
    Mike at BrashMonkey got a reaction from AlbertMen in Spritesheet export not saving   
    Yes, my guess is even though the character is the same size, due to the number of resulting frames (duration of animation) AND the overall size of each frame (due to position of character, such as arms extended, tail extended etc ) combine to demand a bigger total spritesheet image than Spriter is capable of. 
     
    I'm glad to hear you're using Unity! This should solve all your problems! http://brashmonkey.com/forum/index.php?/topic/4477-spriterdotnetunity/

    If it has any issues importing or playing back your Spriter files, please report them on that thread.
     
  11. Sad
    Mike at BrashMonkey got a reaction from AlbertMen in Spritesheet export not saving   
    Hi corndawg,

    can you please zip up your entire project and email it to me? ( mike@brashmonkey.com ) so I can see if I can find the issue?
    May ask how big each frame would end up?
    Have you tried exporting as single frames?
     
    Thanks.
     
  12. Sad
    Mike at BrashMonkey got a reaction from Geraldml in Spriter Hierarchical Scale Logic   
    I hope not all body part images will need stretching. I think the dirty approach is best. It's a shame neither you nor the artist spotted the information in that video before starting. I'll try to make a new video that concisely points that out and put it near the front of the quick-tips video playlist on our Youtube channel.
     
  13. Like
    Mike at BrashMonkey reacted to TheseStars in Using Spriter animations in Construct 2   
    Hi BrashMonkey,
    First things first,
    Just found you yesterday.  Your work here is amazing, and your video tutorials even better---big new fan here
    and looks like I'll be following BrashMonkey very closely in the hopes of developing my own game.
    Here is my question.  
    I took advantage of your Spriter Pro discount yesterday off my Steam account,
    I'm finding it difficult finding the folder to insert the scml.rar file you speak of Step 2 --- 
    is it because Steam is controlling the download?  is there another forum post that answers as I didn't see it addressed here?
    Thanks for your help!
    ~Renee
  14. Haha
    Mike at BrashMonkey got a reaction from AlbertMen in Unable to import Spriter animations to Unity   
    Hi Dorja,
    I think there are specific Spriter features that Spriter2Unity does not support/ cant import and convert properly.
    This is a wild guess, but if you are using any skin mode, sub-entities it likely won't successfully import.
    There may also be limits like each image needs to be assigned to a bone and only one image is allowed to be a child of each bone. (This part is a guess)
    I suggest you post this issue, especially with a screen recording of your import attempt process and the resulting error in the thread dedicated to Spriter2Unity DX. This is much more likely to get the attention of either the plug-in developer or someone with much more experience using than I have.  
    cheers,
    Mike at BrashMonkey
     
     
  15. Like
    Mike at BrashMonkey got a reaction from Solomonmova in What OS are supported on Spriter PRO?   
    2 will have totally different compatibility. Pro version is the same as the free version of Spriter Pro. The missing DLL issue is pretty easily resolved for the vast majority of users who have that problem.
  16. Confused
    Mike at BrashMonkey got a reaction from Solomonmova in Unable to import Spriter animations to Unity   
    Right.. Spriter2Unity actually converts Spriter animations to Unity's own animation format during import, but the cost is it cant support/import complicated Spriter files.
     
    SpriterDotNet for Unity supports more Spriter features much better, but there is a steeper learning curve because it does not convert the animations, it keeps them as Spriter animations and lets you control them from within Unity.
  17. Haha
    Mike at BrashMonkey got a reaction from AlbertMen in Unable to import Spriter animations to Unity   
    Hi Dorja,
    I think there are specific Spriter features that Spriter2Unity does not support/ cant import and convert properly.
    This is a wild guess, but if you are using any skin mode, sub-entities it likely won't successfully import.
    There may also be limits like each image needs to be assigned to a bone and only one image is allowed to be a child of each bone. (This part is a guess)
    I suggest you post this issue, especially with a screen recording of your import attempt process and the resulting error in the thread dedicated to Spriter2Unity DX. This is much more likely to get the attention of either the plug-in developer or someone with much more experience using than I have.  
    cheers,
    Mike at BrashMonkey
     
     
  18. Like
    Mike at BrashMonkey got a reaction from AlbertMen in Pivot point marker/rotate widget gone   
    I'm sorry I somehow never saw this thread until now. Be sure to mention what OS you're using Spriter on when you have an issue.
    for a second I thought maybe you accidentally clicked the "hide bones" check-box, but I think you're talking about the actual transform gizmos that appear when you choose any sprite to manipulate. I've actually never seen this bug or heard anyone else ever report this, so please do get back to us with more info if it ever happens again.
    again, sorry for not seeing this for so long.
  19. Like
    Mike at BrashMonkey got a reaction from Geraldml in Construct 3 SCML Plugin : Need Updates.   
    Sorry for the delay. Edgar is currently tied up with work on Spriter 2 until we can release the next bit of update info for it. We'll be setting up a C3 subscription shortly for testing and development once Edgar's hands aren't so full. Hopefully it won't be too much longer.
    Thanks as always for your patience and support.
  20. Like
    Mike at BrashMonkey got a reaction from Geraldml in Bones appearing on Sprites   
    Thanks for reporting this. What OS are you using Spriter on?
    Thanks.
  21. Haha
    Mike at BrashMonkey got a reaction from Angelofame in Pixel art for Spriter2?   
    Spriter 2 will definitely be able to be a powerful tool in a pixel artists arsenal, but we can't get into specific feature details yet.
     
  22. Thanks
    Mike at BrashMonkey got a reaction from Angelofame in Spritesheet export not saving   
    The scml file is not enough for us to troubleshoot. If you'd like, zip up the entire Spriter project (the folder with your scml and all the images it uses) and email it to mike@brashmonkey.com and I'll take a look.
  23. Like
    Mike at BrashMonkey got a reaction from Angelofame in So it's been four months....   
    Don't worry at all. We're thrilled that you're excited about it and incredibly humbled by and appreciative of the incredible patience and support the Spriter community have shown us. We promise we're doing everything we possibly can to make Spriter 2 special ,and worth the very....very...long wait.
    There will be an update with more info soon.
     
  24. Like
    Mike at BrashMonkey reacted to bwwd in update by Spriter 2   
    I hope You guys will enable having more than 9 segments with sub verts for skins ,now skins can be divided to maximum of 3x3 grid which is sufficient for most of the stuff but even 4x4 one would help a lot in more complicated cases , extruding skin into full verts doesnt have that nice subdivided bent, spriter is the only software that has this and its speeding up workflow A LOT cause we dont have to create each vert ourselves like in other software with meshes to get smooth results when bending meshes with bones.
    Also opacity for skins would be great.
    One more thing that would be useful is also NULL curve for keyframe, where it just passes by while keeping curve from previous keyframe soe we could have 3 keyframes - 1st and 3rd with "s" curve and 2nd with NULL curve to not disrupt smooth movement between 1st and 3rd but still trying to affect the shape of skin.Currently i do this by breaking S curve in half, 1st frame has first half, 2nd frame has linear and 3rd one has second half of s curve but that doesnt look 100% perfectly smooth, you stil feel that linear in the middle a bit.
  25. Like
    Mike at BrashMonkey reacted to l34765sgh in Spriter Requests   
    As long as we're making request and giving suggestions

    Will you consider implementing a virtual camera?
    for use with cartoon animations and cutscenes in gaming?
    Sorry i should elaborate.
    Lets say you have a background, your character in the scene and you want to slowly zoom in on that character while it's performing it's animations. From what i understand with Spriter you would have to enlarge both the character and scene every frame to get that effect and have it export as intended. As we know, enlarging in this way can cause some issues with consistency and brings a lot more tedious realigning into play per frame. Exports may also may not be on point for a smooth effect. 
    What i meant by a virtual camera is.  Putting an adjustable frame / box around your scene. Which can zoom in or zoom out. Move left, right, up down on your target scene. Then have it export your frames as defined within the frame  / box information. While maintaining the animations you put in place.
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