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Mike at BrashMonkey

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  1. Thanks
    Mike at BrashMonkey got a reaction from hippyman in Clear guidelines hotkey?   
    Sorry. That's the only way to remove them (dragging them off the canvas.) I'll report the feature request to Edgar.
    cheers.
  2. Thanks
    Mike at BrashMonkey got a reaction from Anton in Our first game (with beer and cat)   
    Congrats on your first completed game. Looks fun.
  3. Like
    Mike at BrashMonkey reacted to Anton in Our first game (with beer and cat)   
    Hi! I want to share with you our first game made by our small three-dude team.  The idea of the game is somewhere between runner and team-manager. Your goal is to run through hordes of enemies, smash the boss and get to the tavern.
    We used Spriter to make an animation of characters and enemies. It's our first expirience of working with Spriter and first expirience to make an animation. Then Spriter animation have been transfered to Unity 3D.
    The game is already completed so you can check it in the Google Play
    .
    Feel free to criticise, our goal is to learn something and get better
     





     
     
     
    Ah, just forgot! You can post your questions and reports in our groups, in social network you prefer.

    Groups are quite empty, but we try to fill it with interesting stuff, and appreciate if you'll help us
  4. Like
    Mike at BrashMonkey reacted to RiverWalker in Spriter Run and Gun Art Pack now available. Only 5 days left   
    I got 2  spriter art packs and I am haveing a blast with them.
    Just wish you had centaur so I cold look over the key fram and bone.
    Ahh well just meen I need to work at it :)
    Hop you make a lot more art pakes becuse I well be buying them as you put them up.
  5. Like
    Mike at BrashMonkey got a reaction from bigibby in Please suggest animations for the basic Platformer art pack!   
    Hi Everyone,
    We're hard at work on a basic platformer game animation art pack. You can catch a sneak peak toward the end of this video:

    Keep in mind, the animations you see are only key frame and are not yet tweened, so final animations will be much smoother.
    Also remember, any character in an art pack will have char-maps using alternate art..which will allow for a large variety of visual styles, and other artists can create alternate image packs that can work with these art packs, so the variety of possible visual styles is limitless.. Take the giant head-size you see on the characters in this video for example...there will be alternate art that can be swapped out for normal head-sizes as well.
    So, here's your chance to have influence on the types of things and animations end up in the art pack.
    For now we know for sure there will be:
    Player:
    idle
    walk
    run
    balance check at edge of platform
    hand from edge of platform
    pull up from edge of platform
    hard stomp attack
    block
    dash
    jump
    fall
    get hit (variation 1)
    get hit (variation 2)
    basic death (generic)
    throw projectile
    get bumped back
    duck
    crawl
    slide
    flip in the air
    slide down wall (for wall jumping)
    jump from wall
    basic (turtle-like) enemy: (several variations)
    idle
    walk
    get hit
    die
    respawn
    flying variation of basic (turtle-like enemy)
    fly
    respawn
    get hit
    die
    Big "humanoid-ish" boss (several variations)
    idle (looking angry)
    walk
    jump
    fall
    land
    breath fire (or shoot beams)
    get hit (variation 1)
    get hit (variation 2)
    die
    laugh tauntingly
    ape-like display of anger (chest beating)
    hopping basic enemy:
    idle (going to hop)
    hop
    fall
    get hit (variation 1)
    get hit (variation 2)
    die
    Please suggest the ones you'd like to see, and if possible like to vids of screenshots of examples of what you're talking about in existing games.
    cheers,
    Mike@Brashmonkey
  6. Like
    Mike at BrashMonkey got a reaction from bigibby in Spriter Run and Gun Art Pack now available. Only 5 days left   
    Hi everyone,
    We're proud to announce the release of our 4th Spriter Animated Art Pack, and the last in our series of Platformer based Art Packs. Our new Run N' Gun Platformer Pack is geared towards anyone interested in creating side-scrolling action or platformer games where the player has a gun-like weapon.

    This is our most content-rich Art Pack yet, featuring several variations of a fully animated player character, brandishing either a gun, an arm cannon, or a sword, as well as a large assortment of basic enemies, a couple of boss style enemies, and an assortment of pick-up items and effects to add additional visual goodness to your game.

    Here are a few reduced size, reduced color, 24 fps GIF exports of some of the animations available in the Art Pack. But you can preview the full art pack here (There might be a long initial loading time (over 100MB of content), but once the first frame is finished loading, the remainder of the preview should be much faster)

    Don't forget, this new Art Pack doesn't just benefit those who purchase it. All who purchase Spriter Pro also receive Essentials versions of all of our Art Packs, and this one is no different. The new Art Pack is actually so content packed, that even its Essentials version nearly doubles the amount of art content that is provided for free to Spriter Pro owners. If you have already purchased Spriter Pro, you will receive an email with a links to all of your Essentials packs including this new one.
    You can preview the Essentials version of the Art Pack here.
    And speaking of Spriter Pro, don't forget, its official release is November 11th, which means that in just 5 days the Early Adopter Sale ends and Spriter Pro's full price of $59 will go into effect. This is the last chance to take advantage of this greatly discounted price, so tell all your friends and fellow game makers! At this time the prices of all of our first party Art Packs will also be increased.

    As always, thanks everyone very much for your support and for your patience as we continue to add more value to Spriter and reach this important milestone. We couldn't have done it without your help.
    Cheers, Mike at BrashMonkey

  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. Haha
    Mike at BrashMonkey got a reaction from Solomonmova in Art Pack Users Agreement 404 + question   
    UPDATE: The link has been fixed.
  14. 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.
  15. Haha
    Mike at BrashMonkey got a reaction from Angelofame in Sacrifices - an Aztec god game   
    looks good! Congrats!
  16. 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
     
  17. 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
     
  18. 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?
  19. 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.
  20. 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:
     
  21. 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
     
  22. 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
     
  23. 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.
  24. 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.
  25. 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.

     
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