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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?
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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.
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Mike at BrashMonkey got a reaction from CunningFox in 1 frame in ms
A millisecond is a thousandth of a second.
This might help:
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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.
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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.
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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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Mike at BrashMonkey got a reaction from VectologyGames in New Spriter Udemy Course
Cool. Looks great. congrats on the launch and best of luck.
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Mike at BrashMonkey reacted to VectologyGames in New Spriter Udemy Course
My Udemy course is now live! Here
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Mike at BrashMonkey reacted to Michael Oliver in Slightly Changing My Animation and it goes crazy.
Wow, great service! Thank you, Mike.
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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!
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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.
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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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Mike at BrashMonkey got a reaction from Damoy in Can we use the provided art packs for other use ?
Yes, if you purchased Spriter you can use any or all of the content from the Essentials versions of the art packs for any game project of yours. What you can not do is give, sell or trade any of the art pack content to someone else for them to use in their games.
Same for any of the full art packs if you purchased them.
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Mike at BrashMonkey got a reaction from SkreamnRedSkull in TroubleShooting (look here if you are having an issue with Spriter!)
Sorry for the delayed reply. White is not transparent. In nearly any program, when you're using a transparent background it will be displayed as a checkerboard pattern. It sounds like you drew directly onto a white layer and not a transparent layer. Also be sure to trim your images before saving them. You should NEVER have an image floating in the middle of a giant field of empty space, this is incredibly un-optimized for your game and for Spriter. I highly recommend you learn to use Krita from www.krita.org its a fantastic and FREE graphics program with much more professional features and much better geared for game art creation (or art creation in general)
If you want to keep using MS Pain, then you'll have to Google "save image with transparent background in MS Paint" or something like that to learn how to do so (if it's possible. I assume so, but don't use MS Paint)
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Mike at BrashMonkey reacted to DesixStudios in 2D Indie Game Art & Animation (pixel, vector, painted)
Drone Pixel Art
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Indie game art services. Affordable, professional.
desixstudios.com
Contact: desixstudios@outlook.com
Social:
twitter.com/desixstudios
facebook.com/desixstudios
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Mike at BrashMonkey reacted to DesixStudios in 2D Indie Game Art & Animation (pixel, vector, painted)
Pixel art character run.
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Indie game art services. Affordable, professional.
desixstudios.com
Contact: desixstudios@outlook.com
Social:
twitter.com/desixstudios
facebook.com/desixstudios
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Mike at BrashMonkey reacted to DesixStudios in 2D Indie Game Art & Animation (pixel, vector, painted)
Beastly pixel art.
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Indie game art services. Affordable, professional.
desixstudios.com
Contact: desixstudios@outlook.com
Social:
twitter.com/desixstudios
facebook.com/desixstudios
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Mike at BrashMonkey reacted to James Lynch in Looking For Spriter Coach Tutor
Hi, I'm building a 2d online multiplayer real-time fighting game. You can play the demo here: https://gameof.ninja
I have used flash, actionscript, starling, and texturepacker years ago. I've been doing nodeJS / Angular / React for the past few years, but I'm new to Phaser. I'm having trouble saving out my character animations (that I purchased) in a smaller size without losing image quality.
I'm looking for someone to basically be my UI / UX design and animation coach and tutor. I love the part that is straight coding. The real look of the front-end design does not come as naturally for me (hence why I'm looking for a mentor).
I would like to video pair programming or "pair designing" sessions. It would be even better if you could meet up in the New York City / New Jersey area, but that's prob not realistic. Willing to pay $40 - $50 per hour.
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Mike at BrashMonkey got a reaction from GeminiEngine in Export inaccurate sprite sheets
Having the uncropped images can cause performance problems in Spriter, which will be more noticeable the more images you use per project and per animation.
If you only plan to export your finished animations as GIF or sequential images (full frame images) then trimming is not necessary as you seem to have guessed.
Going back to the original topic, you have the export set to use "animation preset" under "source rectangle". When you set the reset cropping for the animation, were you careful to make sure there was room at the bottom so the feet would not get slightly cropped off?
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Mike at BrashMonkey got a reaction from GeminiEngine in Export inaccurate sprite sheets
Welcome GeminiEngine,
Please post a screen shot or video recording showing the export settings, even if you've not changed anything. This will help us figure out the cause of the problem faster.
In the meantime, you should always trim your images before using them in Spriter. You're wasting a massive amount of memory and drawing time with all that empty space in all your images.
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Mike at BrashMonkey reacted to exmordcx in Great algorithm for rotating pixel art & sprites
I would like to ask when its going to be available in spriter, i made some animations with pixel art bodyparts and some came out ok , it doesnt look that bad when rendered with nearest neighbour but there were still some single pixels/jaggies here and there especially on the borders, im realy curious how these animations would look like when exported with new algorithm for rotating sprites.
Im posting some rendered gifs and my spriter file if you guys would like to test it when working on this feature and maybe do comparison or something :).
I made if from this single sprite : http://www.deviantart.com/art/Raphael-182598470
First three are nearest neighbour , last one is smooth sampling.
Spriter file:
https://drive.google.com/file/d/0B8RnYSep1u_YZlJBNF9kd3RUazA/view?usp=sharing
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Mike at BrashMonkey got a reaction from Rachmaninow in character map for each instance on construct 2
No problem. Glad to help.
Also, regarding characters being in separate SCML files. I did not mean characters created via character maps, I meant characters who's animation data was also different.
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Mike at BrashMonkey got a reaction from Spr123 in Spriter Pro: Where can I find the 260 free animations?
All the Essentials Art packs are your animations and images which come free with Spriter. Yes, it includes walking characters. Click "My Purchases", then "manage" near the Spriter thumbnail, then scroll down and find the links to download all the Essentials art packs.
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Mike at BrashMonkey got a reaction from Spr123 in Import same assets of bigger size: Do all the work again?
With Spriter Pro you can create a clone of your entire project scaled up or down to any size you want (including the images in the folder)... Do this first, then replace the enlarged images with your clean vector-created ones. HOWEVER, the images will need to be the exact same size and shape as the ones you're replacing, trimmed the exact same way.
I'd recommend creating the large project clone, then use the enlarged images it produces as guides in your vector program to recreate clean vector versions... them export each image from the vector program with the exact scale and cropping as the guide image.
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Mike at BrashMonkey reacted to lucid in Spriter R11 Release
Hello everyone. Here's a new Spriter release with a couple of minor additions and several important bug fixes. Enjoy!
Download here
Spriter Release 11
Released 4/20/2017
Additions and Enhancements
Added pro feature to allow you to set background guide images per animation. It's impossible to accidentally move or edit the background images unless you enter the guide image editing mode. Guide image information is saved in a way that will be ignored by external implemenations and Spriter's own spritesheet generation. Hovering over metadata keys (variables and tags) now reveals their data Changes
Spriter will now prevent you from attempting to export to png/gif with an invalid custom rect source or target size (previously exited the dialog without exporting) Added option to right-click to rename in the z-order and hierarchy panes Bug Fixes
Fixed a bug where moving animations from one entity to another would result in missing objects if the target entity already contained those objects Fixed a crash that would occur upon closing the edit variable dialog if a key was double clicked to open it and then that key was removed in the dialog Fixed a bug where variable keys couldn't be created in new animations created after the new variable was added Fixed a bug where if a project was loaded with an entity that contained a variable, keys for that variable couldn't be created in animations that didn't already have at least one key Fixed a bug that allowed you to drag an animation containing a sub-entity into the entity it was using as a sub-entity. This would corrupt the animation, as entities cannot be sub-entities of themselves Fixed a bug that would cause objects to incorrectly update angles on multiple keys after being drag/dropped under certain circumstances Fixed a bug where copy and pasting pivot points wouldn't work in certain situations Fixed several bugs and a crash when moving animations from one entity to another under certain conditions Spriter now attempts to automatically repair broken file associations that would cause default pivot points to reset to the top-left corner