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Mike at BrashMonkey

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  1. Sad
    Mike at BrashMonkey got a reaction from Angelofame in Axegroth the orc (+other sprites)   
    It's all looking really good.
  2. Confused
    Mike at BrashMonkey got a reaction from Solomonmova in How to use Point, Box, Variable and Tags in Spriter and then how to use them in Construct 3 ?   
    This is it so far, I'll make more videos when I can. Collision rectangles are normal construct sprites once imported into Construct 2 or 3... look for them in the family folder of the Spriter project you imported... you can do overlap or collision checks for them just like any other standard Construct sprites.
     
  3. Thanks
    Mike at BrashMonkey got a reaction from Angelofame in How to use Point, Box, Variable and Tags in Spriter and then how to use them in Construct 3 ?   
    This is it so far, I'll make more videos when I can. Collision rectangles are normal construct sprites once imported into Construct 2 or 3... look for them in the family folder of the Spriter project you imported... you can do overlap or collision checks for them just like any other standard Construct sprites.
     
  4. Like
    Mike at BrashMonkey reacted to MelVin in Spriter Plug-in for Construct 2   
    Thank you! everything is working now:) Great Vids btw.
    Cheers
  5. Like
    Mike at BrashMonkey reacted to Dragonseal in Axegroth the orc (+other sprites)   
    Hi, I'm a former gamedev student, graduated last summer. Here are my latest Spriter works, made last fall. They were originally supposed to be placeholder assets for future game projects, but I ended up polishing them like I would've done with final assets.
    I was originally going to show my projects here in summer 2017, but then just few days before uploading my works, I suddenly had  the hardest change in my life, which interrupted my works and affected the final year of my studies as well. Coming back here now, I'm showing my new works as opposed to those I was originally going to. In the last school Project before graduation, I worked as a 3D artist, being responsible of animations as well. As a result of this, my animation skills have been improved since mid 2017 and I'm not happy with the older material anymore, they look kinda bad comparing to new stuff. I may show the game, the old sprites were featured in, if people are interested.
    The sprites shown in this page can be used in multiple ways, but the general purposes are for a prototype of a side scrolling action game, mixing platforming and combat. The inspirations come from Rayman, Odin Sphere, Ori and the Blind Forest, Dust an Elysian Tail and Shantae.
    Axegroth, the Dragon and the golem are meant to be playable, Crusadroid is meant to be an enemy (or boss with some tweaks).
    EDIT: Sorry I'm figuring out, why I can't make YT embeds show.
    EDIT: Oh well, I just put the links here. Sorry for the mess. 
     
     
     
     
     
  6. Confused
    Mike at BrashMonkey got a reaction from MoonLoop in Crash when exports to .gif   
    Odds are you have an issue like the one explained in this video starting around 23 seconds in. : 
     
  7. Like
    Mike at BrashMonkey reacted to phunnilemur@gmail.com in Possible to change shortcuts?   
    Never mind - I've discovered that holding down the Windows key (or whatever the equivalent on your keyboard - I really should get around to getting an Arch or a Tux key) before holding down Alt-Left Click overrides the window manager behaviour and allows me to create bones in Spriter. I would imagine it also works in other apps that use this shortcut.
  8. Like
    Mike at BrashMonkey got a reaction from ModerateEffort in Char maps   
    Ah. That is odd. You're the first person to ever report such an issue. It's especially strange this is only effecting the original art folder.
    It will be very hard to fix this if we can't reproduce it and figure out what is causing this specifically for you and not other Mac Spriter users... hopefully we can figure the cause.

    In the mean-time, I think it would be easier for you to use a search and replace function in a text editor to simply modify your new character map to be pointing from the images int he original folder.  You can load an scml file into any good text editor to manually edit it.
     
    I'll see if I can replace this character map setting bug on my mac and report back here.
  9. Like
    Mike at BrashMonkey reacted to Cherezyuk in Forgotten - 2D game in the setting of ancient Russia.   
    This game will let to you to feel in ancient fantastic Russia. But you should not think that here everything is fine. You are waited by a set of adventures and difficult decisions. Depending on your choice, will depend as you finish that game, the Kind hero or darkness will get into your heart. 
    It is a little about a game.
    Game is the 2D narration in style of ancient Russia. In it you should make the choice: 
    - Life at the hero only one and from it should be chosen more carefully. After the death of the hero you begin a game from the very beginning.
    - How do you arrive, will help or will pass by?! But it is worth remembering, possibly it is a trap.
    - A game pokhodovy and each course is set off as one lived day.
    - The main subject line will pass in big cities and their vicinities.
    - Movement between the cities is carried out on means - to Open the world map - to Press the city, available to movement.
    - The way looks so. Let's say the road takes 3 days, at this distance (between the cities) 10-15 options of succession of events are prepared and these 3 options (day) drop out randomly (a cube throw).
    Facebook    VK
  10. 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. 
  11. 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. 
  12. 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.
     
  13. 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.
  14. 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.
     
  15. Like
    Mike at BrashMonkey got a reaction from Solomonmova 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.
     
  16. Thanks
    Mike at BrashMonkey got a reaction from Solomonmova 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.
  17. 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.
     
  18. 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.
     
  19. 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.
     
  20. 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.
     
  21. Confused
    Mike at BrashMonkey got a reaction from Solomonmova 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
     
     
  22. 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.
  23. 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.
  24. 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
     
     
  25. 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.
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