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Mike at BrashMonkey

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  1. Like
    Mike at BrashMonkey got a reaction from ChadoriXD in Any efficient way to make animations to video?   
    The only method I can think of is to export sequential PNG images then use another program which can automatically combine sequential images into animations.

    I know there are some free programs which can do this if you Google it, but most likely you could do some great stuff with something like After Effects or Vegas Pro.
     
     
  2. Like
    Mike at BrashMonkey reacted to thefacebiters in Spriter Awesome Boss Contest! $1000 Grand Prize!   
    What a great challenge!
  3. Like
    Mike at BrashMonkey got a reaction from scarletwing in Can I manipulate the image on Spriter ?   
    Welcome, scarletwing.
    Unfortunately image deforming (aside from simple rotation and stretching) won't be officially supported until Spriter 2 is released (which will be a free upgrade for all Spriter Pro owners), but that's still at the very earliest I'd assume many months from now.

    however, you might want to look at the great work by community member bwwd, who has put excellent use to the unfinished and unsupported experimental "skin-mode" feature already present in Spriter.
     
    If I understand correctly, what he does is use skin mode to animated things such as hair and clothes, then renders those out from Spriter (having hidden all other sprites) and then replaces the skin-mode versions with standard Spriter sprites which use the image swap feature.
     
     
    cheers.
  4. Like
    Mike at BrashMonkey got a reaction from EternaL in We're proud to announce "EternaL: Episode I"!   
    Congrats! Nice looking stuff.
    Best of luck with the project.
     
    Cheers.
    -Mike at BrashMonkey
  5. Like
    Mike at BrashMonkey got a reaction from algaib in Spritesheet export not saving   
    The issue you're having is because you have the source rectangle set to "custom rect..." yet you have left, top, right, and bottom all set to zero.. This is exporting each frame as zero pixels wide by zero pixels high.   Switch this back to "trim rect to animation" and that should resolve the issue. (or set proper coordinates for the custom rect settings)   cheers.
  6. Like
    Mike at BrashMonkey reacted to Evan in Jump the Shark   
    Created a character for a Sonic-like game: Jump the Shark.
    Here he is as pixel art with NES-like constraints (3 colors).  Sorry about the bad color contrast, but I'm not fixing this one at this time because it's only here as an intro.

    And now, Clawburr, an enemy for Jump. This was my first attempt with Spriter.

    Clawburr exists to test Jump's ability to jump in a timely fashion, as running into him is clearly a painful proposition. I also think he serves as a demonstration of how a little squetch (squash and stretch) can counteract the 'paper cut-out' feel of a Spriter animation.
    Speaking of squetch, here's the goomba equivalent of Jump's world: a sea-slug named Lug.

     
  7. Like
    Mike at BrashMonkey got a reaction from xzeros in Export Problem   
    You set the anchor point of your sprite per animation, not per entire character... otherwise you waste huge amounts of texture space and drawing on images padded with large amounts of transparency for no good reason.

    The other option is to set the custom trimming for ALL animations to something big enough to fit all animations including attacks, BUT this is incredibly wasteful as mentioned above.
  8. Like
    Mike at BrashMonkey got a reaction from sshukul in Moai SDK Plugin   
    Great job sshukul,
    Thanks for sharing!
     
    cheers.
    -Mike at BrashMonkey
  9. Like
    Mike at BrashMonkey got a reaction from Vegas242 in RPG heroes pack suggestions   
    Good Idea. I'll see what I can do, but it might take a couple weeks to get the chance to make a decent video.
     
    cheers.
    -Mike at BrashMonkey
  10. Like
    Mike at BrashMonkey got a reaction from Monkey_Balls in Teaser - Monkey Balls Adventure WIP   
    Looks like a poo-flinging good time.
    Best of luck with the project.
  11. Like
    Mike at BrashMonkey got a reaction from Javiere in Skin option   
    Hi,
    You want Character Maps, not that "skin"
     
    https://brashmonkey.com/spriter_manual/what%20are%20character%20maps.htm

    Cheers,
    Mike at BrashMonkey
     
  12. Like
    Mike at BrashMonkey got a reaction from Monkey_Balls in Animation inside animation? Construct 2 sprite loops   
    The easiest way I can think of to get the effect you're after is by switching the animations off of loop mode in Spriter, and create a clone of each one with a blink in it, and add events in C2 which randomize whether or not it plays the blinking version or the non blinking version.
    I know its a little tricky, but the best way to ensure you don't have the issues you've been running into by using other methods.

    The Spriter plug-in for C2 does now allow for intercepting and overriding specific things, but I've not used those features yet.. its possible you could do something that way as well.

    cheers,
    Mike at BrashMonkey
  13. Like
    Mike at BrashMonkey got a reaction from Monkey_Balls in Animation inside animation? Construct 2 sprite loops   
    It's not possible to just try and force the sprite of the head or eye to animate via standard c2 events (because the Spriter object has full control of what frame its displaying based on the actual animation data at every screen update), HOWEVER you might be able to do so with the new overriding actions that Edgar recently added. I'm afraid I'm never used them and am too buried in other obligations atm to learn them.

    cheers.
    -Mike at BrashMonkey
  14. Like
  15. Like
    Mike at BrashMonkey got a reaction from NarwhalAndNot in Please post feature suggestions here.   
    No, Spriter 2 which will be a free upgrade for Spriter owners will have features like deforming from the first release. I suggest you look for threads by community member bwwd if you want to use the skin feature and avoid the bugs as much as possible. He uses it consistently to create great animations and knows the best ways to avoid its shortcomings.

    This update post explains why: https://www.kickstarter.com/projects/539087245/spriter/posts/1386631

    cheers.
    -Mike at BrashMonkey
  16. Like
    Mike at BrashMonkey got a reaction from TheBestAtSpace in How to Embed Youtube Vids Into Your Post.   
    Hi Everyone,
    Since originally making this post the forum system has become easier and just pasting the url to your video should embed the video.
    Report here if it's not working for you.
    cheers.
    -Mike at BrashMonkey
  17. Like
    Mike at BrashMonkey reacted to Your Favorite Lullaby in Needed Some Light!!   
    Back at it again today.. Let there be light!

     
  18. Like
    Mike at BrashMonkey got a reaction from ScrotieFlapWack in Image Swapping?   
    Even better, figure out the scale difference between the old images and the new images, then choose "other file actions/Save as Resized project (and images)"  from Spriter's menu and choose the new scale, and folder location for your rescaled clone of the entire project.  Finally, once its done creating your clone of the entire Spriter project, (folders with resized images and all) then replace the auto-rescaled images with your new, hand redone images.
    cheers.
  19. Like
    Mike at BrashMonkey got a reaction from thewrongvine in Jagged Lines on Rotated Images   
    I exported from Spriter at 400 percent, then reduced by 25 percent (in photoshop..krita or gimp should do as well ) and got some very smooth results, as you see here.. If you have to go the sprite-sheet rout, I suggest you use this method.
     

  20. Like
    Mike at BrashMonkey got a reaction from ruberboy in Add a sword in my animation   
    Right. that's exactly what I was saying. It's OK for the player to keep momentum, or even GAIN a quick burst of speed while swinging, BUT they would never continue a causal walk with their legs while swinging with their upper body. 
  21. Like
    Mike at BrashMonkey reacted to ruberboy in Add a sword in my animation   
    I think Mike got reason (if I understood well what you want). You could just use an animation for the walking/running alone without the sword, and then, when you in game press a key (for example) then switch fast to the sword animation and when it finishes put back the run/walk again, it wont be too noticeable and more natural than trying to sync everything.
    Cheers.
  22. Like
    Mike at BrashMonkey got a reaction from hippyman in Spriter Official Reference Implementations and Other Big News   
    Yes, everyone who purchases Spriter Pro t any time before the release of Spriter 2 will get Spriter 2 as a free upgrade once it's out.
  23. Like
    Mike at BrashMonkey reacted to conceptgame in SpriterPlusPlus - a C++ Spriter implementation   
    Cool! Really good job.
    I will now be able to update it to the Clickteam Fusion 2.5 tool. For what I have seen so far it should be straightforward from my existing implementation.
  24. Like
    Mike at BrashMonkey got a reaction from timothy.wright in squash and stretch   
    You could stretch an images width or height or both, but you can not currently warp an image, causing the concave bowing seen in the video. You could use image swapping for that though.
    cheers.
  25. Like
    Mike at BrashMonkey got a reaction from bwwd in Reference Implementation Status Update (10/18/2015)   
    Hi aiat_gamer,
     
    The categories and percentages represent what's required to cover full and flexible support for all of Spriter's current features, plus some additional improvements we can't go into detail about, ATM. They do not completely cover the deform feature – though they do cover the important foundation for it – however, as soon as the percentages are all near 100 and we're ready for full testing, Edgar will switch his focus to the deform feature. It will be our main focus and will have a similar thread (with frequent updates) dedicated to it. Our goal will be to get it ready for public testing and feedback as soon as possible after the reference implementation is out.

    More information about all this will be coming soon in another news update. Sorry for being more ambiguous than we'd like.
     
    Cheers.
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