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Mike at BrashMonkey

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  1. Thanks
    Mike at BrashMonkey got a reaction from joemid in Event Trigger Issue in SpriterGM *Solved*   
    I'm glad you figured out the problem. Sorry I just spotted this thread now. I think the only way to entice the developers of GMS to better support Spriter is to make Spriter as popular as possible, with the most useful content and features. We've got several nice new art packs coming early 2018, and some other plans brewing. Wish us luck.
  2. Confused
    Mike at BrashMonkey got a reaction from AlbertMen in Animation does not repeat   
    Did you set a custom curve to a main timeline keyframe? That's what it looks like is happening. There's not enough information in the video to know for sure.

    Feel free to zip up your Spriter project and send it to mike@brashmonkey.com and I'll take a look.
  3. Like
    Mike at BrashMonkey got a reaction from AlbertMen in Event Trigger Issue in SpriterGM *Solved*   
    I'm glad you figured out the problem. Sorry I just spotted this thread now. I think the only way to entice the developers of GMS to better support Spriter is to make Spriter as popular as possible, with the most useful content and features. We've got several nice new art packs coming early 2018, and some other plans brewing. Wish us luck.
  4. Like
    Mike at BrashMonkey got a reaction from Geraldml in Event Trigger Issue in SpriterGM *Solved*   
    I'm glad you figured out the problem. Sorry I just spotted this thread now. I think the only way to entice the developers of GMS to better support Spriter is to make Spriter as popular as possible, with the most useful content and features. We've got several nice new art packs coming early 2018, and some other plans brewing. Wish us luck.
  5. Haha
    Mike at BrashMonkey got a reaction from Angelofame in Event Trigger Issue in SpriterGM *Solved*   
    I'm glad you figured out the problem. Sorry I just spotted this thread now. I think the only way to entice the developers of GMS to better support Spriter is to make Spriter as popular as possible, with the most useful content and features. We've got several nice new art packs coming early 2018, and some other plans brewing. Wish us luck.
  6. Like
    Mike at BrashMonkey reacted to Konckeri in [Solved] Unity 2017 making animationClips   
    I found the solution.
    I read through the SpriterDotNet.Unity documentation again and realized that I just needed to do this 
    UnityAnimator animator = gameObject.GetComponent<SpriterDotNetBehaviour>().Animator; assignment in my script and to use the Spriter.asset.
    Now everything works just fine.
  7. Haha
    Mike at BrashMonkey got a reaction from Solomonmova in Art Pack Users Agreement 404 + question   
    UPDATE: The link has been fixed.
  8. Haha
    Mike at BrashMonkey got a reaction from AlbertMen in copy and paste multiple keyframes   
    Sorry, I don't think there's currently a way to copy multiple frames at a time. The way it should work is if you select multiple main-line key frame nodes in the time line and just press control plus C, then move elsewhere and press control plus V it should paste copies of the frames you copied starting at where you now are on the timeline, BUT I just tied this and while it seemed to work, the frames were all the same instead of reflecting the actual frames that had been copied/
    I'll report this to Edgar and see if we can get this fixed or implemented, but I can't guarantee how long it will take.
  9. Haha
    Mike at BrashMonkey got a reaction from Angelofame in Sacrifices - an Aztec god game   
    looks good! Congrats!
  10. Like
    Mike at BrashMonkey reacted to Spooky Games in Sacrifices - an Aztec god game   
    Hello everyone,
     
    We are proud to announce the release of our second and biggest game so far, Sacrifices, entirely animated with Spriter Pro!
     
    Developing such an ambitious project on Spriter has been a big challenge for us, and with SCML files up to 40Mb and containing more than 500 animations, we felt we were pushing the software to its entrenchments. Yet in the end we did it, thank you Brashmonkey!
     
    Without any further delay, here is the trailer: https://youtu.be/AGa42vb2c_o
     
    In Sacrifices, you play the role of a once-powerful Mesoamerican god, now with only a ruined city to rule over. The sudden arrival of new followers gives you the opportunity to rebuild your empire!
    Manage resource gathering
    Reconstruct your ruined city
    Use divine powers to answer prayers of your followers and protect them from enemy attacks
    Craft more than 150 different weapons and outfits
    Send expeditions through the wild jungle and discover its many treasures
    But above all, SACRIFICE your most fervent followers in order to unlock more knowledge and develop your village
     

     

     

     
     
    Get it now on Android and soon on iOS!
     
    If you are interested in following this game you can check our facebook, twitter or our website.
     
    Thanks a lot for your time,
       
    Spooky Team
     
  11. Like
    Mike at BrashMonkey reacted to ffman22 in Metroidvania game pixel art style.   
    28/09/2017
    judgement project demo equipment visuals update


    Now we are working in the equipment and the visuals changes on the main character when he use a new armor.


    https://youtu.be/2bLB_0UHSCM


    new update exploration example
    here is a exploration example of judgement project, soon we will show you a more extensive exploration gameplay
    https://youtu.be/UZEuFxkvJ8s
     
  12. Like
    Mike at BrashMonkey got a reaction from easy monkey in Last keyframe not exporting at all in all condition(spritesheet, seq. image, etc..)   
    OH! I just realized what is causing your problem!  It's not a bug, it's caused by a misunderstanding of an animation timeline and how that effects export.

    If you export keyframes only, it will export all key-frames, regardless of their position on the time-line, even if you have a key-frame at the very end of the timeline... BUT..
    If you have a keyframe at the very end of the timeline, then what you're telling Spriter is you want that particular keyframe to be displayed for only 1 THOUSANDTH of a second, so you'd have to export the animation at a ridiculous 1000 frames per second for that exact key frame to ever be exported, and it would be lost in an ocean of way too many frames

    If you're exporting based on FPS, then make sure any key-frame you want to be exported is actually displayed for long enough.. meaning if you are exporting at 24 FPS, then make sure there is 240 thousandths of a second or more AFTER the last key-frame! If you do this and your animation is not meant to be looped, make sure you turn off looping for that animation before exporting, so that last key frame isn't tweened with the first frame of the animation.

    Does this make sense?
  13. Like
    Mike at BrashMonkey got a reaction from blurymind in Spriter 2 release date   
    Far less than 5 years, far more than a few months. That's the best we can say. Sorry. When the time comes we'll start showing previews and then eventually private and then public beta testing. but even the preview thing is still quite a long time from now.
  14. Thanks
    Mike at BrashMonkey got a reaction from CunningFox in 1 frame in ms   
    A millisecond is a thousandth of a second.
    This might help:
     
  15. Like
    Mike at BrashMonkey reacted to overcrafted in tiny script to sort spriter batch animations exports   
    First I'm not much of a programmer. So any feedback is welcome. Special corner cases not tested. 
     
    Download AnimationSorter
     
    Prerequisites
    Animations must be batch export or all animations must have a prefix Animation names must be in following format prefix + animation + number + file extension 
     
    So for example you have 3 animations: Attack, Idle, Run. 
    When you export in spriter you are asked for a base file name. When you type "character" as base file name spriter spits out 3 animations like this
    character_attack_000.png character_attack_001.png character_attack_002.png character_idle_000.png character_idle_001.png character_idle_002.png character_run_000.png character_run_001.png character_run_002.png (Number of files is not important)
    How it works
    Export animations in spriter (e.g batch export) when exporting enter a prefix e.g character put the executable script file into the same folder as your animation exports run exe enter the prefix which every animation files have in common e.g character from step 2 enjoy that you don't need to sort animations anymore  
    What the script does:

    The script searches for all png images in the same folder the script is. Then it extracts the given prefix from each image. character_attack_000.png becomes attack_000.png
    Then it extracts the extension and number as well so only animation name is left wich is attack. Next it creates a folder with that animation name and afterwards puts each matching image file in that folder. And this for each image. 
     
    Conclusion
    I found the script to be a huge time saver. Especially with hundreds of image files (in the gif example 500+ images were sorted under 1s). So I hope it helps you guys out as well.
    Here the full script:
    import glob import os import shutil import time class AnimationSorter: """A simple sorter class""" def __init__(self): self.prefix = '' self.folders_count = 0 self.files_count = 0 def set_prefix(self): self.prefix = raw_input('Type in the prefix of the animations.\nPrefix: ') print self.prefix def get_animations(self): path = os.getcwd() + '\\' anims = glob.glob(path + '*.png') return anims def sortanim(self): anims = self.get_animations() if not anims: print('No files found.') return False self.files_count = len(anims) for i, x in enumerate(anims): basedir, filename = os.path.split(x) result = x.replace(str(self.prefix), "", 1) n = result.split("_", 1) result = n[0] result = result.translate(None, '_') dir_name, ext = os.path.splitext(result) if not os.path.exists(dir_name): os.makedirs(dir_name) print 'new directory: ' + dir_name self.folders_count += 1 try: shutil.move(x, dir_name + '\\' + filename) except IOError as (errno, strerror): print "I/O error({0}): {1}".format(errno, strerror) except ValueError: print "Could not convert data to an integer." except: print "Unexpected error:" raise self.files_count += 1 # print 'moving file success' return True if __name__ == "__main__": print '___________ SORT ANIMATION EXPORTS ___________\n\n' sorter = AnimationSorter() sorter.set_prefix() start = time.time() # call your code here if sorter.sortanim(): end = time.time() print 'Done.' \ '\nTotal files: ' + str(sorter.files_count - 1) + \ '\nTotal Folders: ' + str(sorter.folders_count) + \ '\nTime needed: ' + str(end - start) + 's' k = raw_input('\n\nPress any key to close.\n')  
     
     
    Download AnimationSorter
     
  16. Like
    Mike at BrashMonkey reacted to overcrafted in Female Dark Thief Character Sprites   
    Done with Spriter
     
    More details here:
    itch io
    graphicsriver
    Tokegameart
    scirra store
     
  17. Like
    Mike at BrashMonkey reacted to KENYONB in Ball Walker   
    My game Ball Walker is available for iOS in the App Store and Android in Google Play for free!
    A physics based game that's all about balance, patience and maddening fun. Walk the ball across the finish line to win! Game play is simple, but difficult to master

    Animations made with Spriter.
    Game made with Construct 2.
    Please play and let me know what you think.
  18. Thanks
    Mike at BrashMonkey got a reaction from tnaseem in SpriterDotNet.Unity   
    I can verify this. Not all animations in the art packs are designed so they can be tweened with any other animation in the character's set. Animations like walk, idle, and run are likely to blend well, other animations you need to either just pop directly too create a custom animation that tweens from one to the other.
  19. Like
    Mike at BrashMonkey got a reaction from Arelionis in When will the Skin Feature be out of the WIP Phase?   
    When Spriter 2 is released it will feature deforming features by default and will be a free upgrade for all Spriter Pro owners. This is still a long time from now though.. no time estimates.Sorry for the massive delay for official support for this feature.

     
  20. Like
    Mike at BrashMonkey got a reaction from VectologyGames in New Spriter Udemy Course   
    Cool. Looks great. congrats on the launch and best of luck.
  21. Like
    Mike at BrashMonkey reacted to VectologyGames in New Spriter Udemy Course   
    My Udemy course is now live! Here

  22. Like
    Mike at BrashMonkey reacted to Michael Oliver in Slightly Changing My Animation and it goes crazy.   
    Wow, great service!  Thank you, Mike. 
  23. Like
    Mike at BrashMonkey got a reaction from zawadi in New Environment art pack and sale!   
    Hi everyone, we've just released a new art pack and for the next 6 days you can get it at 25 percent off!

    You can find it in our store here: 
    DONT FORGET to use coupon code: FRONTIERS to get your discount!
  24. Like
    Mike at BrashMonkey reacted to tommah in v. 1.1.0 update Spriter 2D: Game Maker Studio extension   
    This does work in GMStudio 2, at least the basic functions do, but you need to use "working_directory" when loading the spriter file.  I tested this and it loaded my file without issue.  I cannot vouch for all the other feature yet.
     

  25. Like
    Mike at BrashMonkey reacted to Spooky Games in Condor, a mobile game about falling   
    Hi everyone,
     
    A quick post to keep you informed about our progress.
     
    First of all, Condor is now in version 1.2. It’s a light update which adds a brand new interface as well as three new stunts and a rework on difficulty, the game should be easier on the first levels. You can download the game for free here, or buy the ads-free version here.
     
     

     
    About our biggest project, Sacrifices is now on closed beta and should be released in July. As always you can check our progress on Twitter, Facebook or our Website. We should launch an open beta during this month.

    Feel free to ask for a beta link if you’re interested in testing Sacrifices!
     
    Spooky Team
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