Mike at BrashMonkey reacted to Kogemashita in Rpgmaker MV: Spriter Pro Support Petition!
damn thanks mike :/
I've made a petition for it and I'm thinking about posting it on the Rpgmaker MV forums, but I'm not too sure how many people would be interested, it would mean a lot if you could possibly mention this petition in a stickied post or on the news section for me, thanks so much. (Also I used the spriter logo in the petition, if you're not okay with that PM me and I will change it!)
Petition Link: https://www.change.org/p/kadokawa-corporation-rpgmaker-mv-spriter-support
Mike at BrashMonkey got a reaction from Jhonatan Morais in Free Essentials Delta Missions Environment ??
Steam is a completely different company/marketplace system, and you retrieve the products you buy from Steam differently.
You'll find the Essentials in the following directory:
<Steam Installation Directory>/SteamApps/common/Spriter/Art Packs/Essentials
Mike at BrashMonkey reacted to ruberboy in Hi everyone.
Hi and welcome to the board.
Animation looks good so far. Meshdeform is not as needed as you think. It makes things a bit more slow to finish without the feature but doable. Just slice up everything in parts. For things like clothes add some cloth pieces and frame independently each using linear tween (starting point to end point, easy peasy.. so you dont need a gazillion frames just for a little cloth moving(one of the most powerfull tools of spriter imho). For swapping parts control the transition speed so it does not look wonky. You can look at tombmonkey's work here, extremelly good without deforming feature (I tweaked his work to learn).
I can say with practice now that mesh deform is not needed in my case (faster to finish works, yes but not indispensable)).
Dont forget that meshdeforming feature in other programs is not always possible to export 100% to game engines (in data format that is the most convenient memory wise).
Mike at BrashMonkey reacted to AreCustomize in Please post feature suggestions here.
Could it be possible to add orthogonal movement of sprites? I mean, ability to lock sprite to it's x or y-axis. In photoshop for example, it works by holding shift and moving layer up, down, left or right. This could be handy when making sine wave snake movement, closing doors etc.
Mike at BrashMonkey reacted to wertandrew in More testing needed, lots of bugs currently
Thanks for the reply. As much as I value your opinion, the point I was trying to make is that more testing is needed, I just gave some examples in order not to sound negative but constructive. I know that the current approach to testing is cheap and efficient, but I would advise proper testing sessions, mainly on usability and user experience. Hire 4 testers with different skill levels on Spriter (minimum for a limited budget, testers usually take 50$/hour), and observe how they approach the product. Ask questions, like "Do they get it?", ask them to perform key tasks and watch how they work. I think this will not only reveal bugs, but even usability issues.
Personally I don't have the time to test right now, even though I want to help improve Spriter. I am using Win 10. Regarding Ctrl+D, that's a functionality for copying an object into all frames: https://puu.sh/tb1Y4/fe40ba978f.png Regarding the trial version, there was a video that mentioned that and I was surprised and I didn't download the latest patch thinking that I would lose access. If I find the video I ll link it as an edit.
Mike at BrashMonkey got a reaction from Anthony Miller in Newbie Question About Sprites
The best way to make such decisions is to start by making a mock-up (fake) screen of your game at the actual target resolution.
So, say for example you want your game to run at a high-res 1920x1080, you should start by making a fake screen (using layers) in a program like Photoshop or Krita (which is awesome and FREE www.krita.org) of your game, including the player sprite, HUD and generic enemies.
This will hep you figure out exactly how big your player sprite needs to be.
Typically, once I do this, I then actually create the player sprite and animate it at 2x the required size in Spriter. This allows me wo work faster and a little sloppier with my art, because eventually I'll scale it back down to the actually needed resolution, and when you reduce art to 50 percent, it cleans up nicely. (don't do this if you're making a retro low-res pixel art game)
Do NOT work at crazy print resolutions!
I hope this helps.
Mike at BrashMonkey reacted to Anthony Miller in Spriter Pro does not work
I installed spriter on a Microsoft Surface Pro 4 and I got several DLL errors even after installing Visual Studio 2013 C++ runtime. That said, I downloaded/installed Visual Studio 2010 C++ runtime and it resolved my problem. Thought I'd mention it incase it helps anyone.
Mike at BrashMonkey reacted to Chiptendo in Hi everyone.
Edit: Putting my personal practice project on hold. Someone asked me to provide assets for their mobile game so i decided to try a different style and collaborate with them . Hope it works out.
Current progress: https://gyazo.com/385e62617015e0cdc03058eba01e523d
I decided to post my recent idle animation after finally figuring out Spriter. Great software by the way. I only wish there was a mesh feature. Other programs out there that include it are way out of my budget (spine) so I settled for Spriter Pro. Anyway, Here's my very first animation. Going to work on a small 1 level game as a way to learn about programing, improving art, and Japanese (details in the description of my DA page). Next up, running animation \ouo/.
Mike at BrashMonkey reacted to Trixt0r in Generic Java Importer
Okay... I am done... except for the LWJGL implementation, which I won't implement now, since it takes more effort to code a usable one and it seems that everyone uses LibGDX anyway.
Every specific implementation has its own project:
Generic, required by every implementation: https://github.com/Trixt0r/spriter
Mike at BrashMonkey reacted to tokegameart in 2D Game Art Bundle
2D Game Art Bundle – 2017 New Year Bundle
Available Now! Over 90 Items in One Huge Bundle
2D Game Art Bundle – 2017 New Year Bundle
Items that noted “Sold by Tokegameart” presented in one huge bundle “2D Game Art Bundle – 2017 New Year Bundle” Over 90 items are included.
Alien Boss Sprite Android Boss Big Hands Robot Bob The Caveman Brock From The Metro Squad Castle Guard Sprite Chibi Knight 01 (The White Bull) Chibi Knight 02 (The Roman Knight) Chibi Knight 03 (The Golden Helmet) Chibi Knight 04 (The Gladiator) Chibi Muscular Viking Christopher The Police Dungeon Bosses Dungeon Guard Sprite Evil Bot Character Sprite Genki and Dragon Sword Sprite George From The Space Squad Sprite Ghost 01 Good Boy Jack The Thug Jake Adventurous Boy Jane Adventurous Girl Joana From The Metro Squad Joe From The Metro Squad Karen From The Metro Squad Micro Style Character – Arabian Executioner Micro Style Character – Chinese King Micro Style Character – Roman Knight Mike The Counter Terrorist Priest – Tiny Style Character Pumpkin Ghost Skull Knight Skull Warrior Super Black Cat Super Boy Super Cat Super Monkey The Executioner The Shaman Tiny Armored Samurai Tiny Army – Sam Tiny Australian Soldier Tiny Chinese Soldier Tiny Cowboy Tiny Crystal Monster Tiny Guy – Arnold Tiny Ice Monster Tiny Knight Tiny Lava Monster Tiny Mummy 01 Tiny Mummy 02 Tiny Rock Monster Tiny Style Character – Barbarian Tiny Style Character – King Tiny Style Character – Knight Tiny Style Character – Pirate Tiny Style Character – Skull Tiny Style Character – Witcher Tiny U.S Soldier Tom The Police Viking – Tiny Style Character Zombie 01 – Scar Forehead Zombie Zombie 02 – Anime Zombie Zombie 03 – Meat Clever Zombie Wife Zombie 04 – G.I. Joe Zombie Zombie 05 – Exposed Brain Zombie Warrior – Tiny Style Character Bad Piggy Fairy Tiny Stlye Character Goblin Tiny Style Character Wizard Tiny Style Character Archer Tiny Style Character Ogre Tiny Style Character Ninja Tiny Style Character Super Bunny Super Panda Cartoon Enemy Pack 01 Cyclop Tiny Style Character Gold Miner Tiny Style Character
Classic GUI Snowy GUI Stone Age Themed GUI Western Game UI Cartoon RPG GUI
Cartoon Town Egyptian Tileset Fantasy Tileset Snowy Platformer Game Tileset Spaceship Game Platformer Top-Down Dungeon Platformer Tileset Top-Down Forest Tileset Top-Down Snowy Game Tileset
Mike at BrashMonkey reacted to Usori in Can't open art packs installed via Steam
First, open your steam, verify if the checkbox are selected (Image1: Spriter.png).
After this, open your Spriter, and click File>Open Project (or "ctrl+O"), and select this path (Image2: Spriter2.png):
And choose your installed art pack.
Note: the step1 is necessary, because you need download your Art Pack after purchase.
If you want open a animation, choose the SCML file, for example: player.scml or Boss.scml.
Mike at BrashMonkey reacted to Kaybward in French traduction of the manual - Version 1
I've been working with Spriter Pro for a while, and this fantastic tool recently caught the attention of a fellow dev. Of course, I encouraged him to take it, knowing how useful it is to bring life to our little sprites. But. If I have no doubt regarding his competences, I know that he's not very skilled in english, being a fellow baguette eater. and thus I decided to write a french traduction of the online manual to help my buddy and any other frenchies in a similar situation. Last time I checked, there was none. So here's the first version :
I expect feedbacks and advices to improve it, don't hesitate to do it by yourself if you don't want me to take care of it ! I'm not sure that there is no mistake or if it's really complete. The objective would be to add some "omelette du fromage" option on the manual's page to bring the little frenchy to the traduction.
Salut à tous,
voilà un moment que je travail avec Spriter pour divers projets, et à force de l'utiliser ce fantastique outil a fini par attirer l'attention d'un autre développeur de mon entourage. Je l'ai bien évidement encouragé à le prendre, sachant à quel point cet outil peut être utile pour donner vie à nos petits sprites. Toutefois, si je n'ai aucun doute concernant ses compétences, je sais qu'il n'est pas spécialement bon en anglais. C'est pourquoi j'ai décidé d'écrire un tutoriel français pour Spriter, pour l'aider lui et d'autres compatriotes dans le même cas. Jusqu'à maintenant ils n'existaient que des guides rédigés en anglais. Donc voici la toute premiére version de la chose : http://www.mediafire.com/file/xfu9qzqvlk8r35u/Spriter_Guide_V1.pdf
J'attends des retours et des conseils pour l'améliorer. Vous pouvez aussi le faire vous même si vous le souhaitez ! L'objectif serait de rajouter une page dédiée à cette version française sur le site du guide en ligne consacré au logiciel.
Mike at BrashMonkey got a reaction from wertandrew in Sprite animates where there is no keyframe
Glad I could help. The fact that any object also creates mainline keys which can cause such confusion is something we'll deal with in Spriter2, but it's too much of a core functionality of Spriter Pro to do anything about, other than to explain how to get around any issues or limitations whenever possible.
Mike at BrashMonkey got a reaction from Noxalus in Action point scale is not properly saved
Action points aren't designed to have a scale. they are just a point to spawn or anchor something from or to.. You could use a place-holder image or bone instead, theoretically. depending on what runtime API you're using.
Mike at BrashMonkey got a reaction from sshukul in Spriter R9 Bug Thread
This is a known bug that will hopefully be fixed in an up-coming update. In the meantime, there is a feature in the menu to copy z-order to all frames. if you fix the z-order in any frame you can then copy it to all other frames to quickly fix the z-order of your animation.
Mike at BrashMonkey got a reaction from gamerwoman3d in TroubleShooting (look here if you are having an issue with Spriter!)
What operating system are you using and what are your general system specs?
Mike at BrashMonkey got a reaction from GradusGL in v. 1.1.0 update Spriter 2D: Game Maker Studio extension
That's fantastic! Great job. I know a lot of people have been waiting for this!
Mike at BrashMonkey got a reaction from ranosfera in Please post feature suggestions here.
You cant double click a sprite (image) to make the skin mode features appear, you must drag the image on as a skin mode image to begin with for the double-click to bring up the options.
Look at the bottom of the palette that shows you the image files you have available and you will see a setting "drag new object as:".. set this to skin.. THEN drag in your image and double click it.