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Mike at BrashMonkey

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  1. Like
    Mike at BrashMonkey got a reaction from Jonybir in Spriter 2 FAQ   
    Please keep an eye out for the update notes and new builds every 2 weeks. The next few builds should get the three core features (bones, 'pins', and 'strokes') in and working together, and things should pick up momentum from then on. Our goal is to get all the core features in and working nicely as quickly as possible. Estimates are dangerous and nearly always wrong. The best way to assess progress is to keep an eye on the update build releases.

     
  2. Like
    Mike at BrashMonkey got a reaction from 1StepCloser in Spriter 2 FAQ   
    All Spriter Pro owners have access to the Spriter 2 alpha builds which are now updated on a roughly 2 week schedule. We're really sorry for all the long delays to this point and are developing it as fast as we can while simultaneously making sure we don't rush any aspect of it's data format or code base in a way that would cripple it's development in the future.  There should be an update any moment now with information on what's currently being worked on and a new build shortly after that. We're doing our best to provide frequent update  builds and progress reports as we work towards getting all the core features fully functionally and tied in with each other and the required UI as soon as we can.

    We have big plans for features and expansions well beyond the release of version 1.0, which is a big part of why it took us so long to get to this point (making sure the core code and data format are future-proof and will easily support the more advanced features we plan down the line.)
  3. Like
    Mike at BrashMonkey got a reaction from Jonybir in Spriter 2 FAQ   
    All Spriter Pro owners have access to the Spriter 2 alpha builds which are now updated on a roughly 2 week schedule. We're really sorry for all the long delays to this point and are developing it as fast as we can while simultaneously making sure we don't rush any aspect of it's data format or code base in a way that would cripple it's development in the future.  There should be an update any moment now with information on what's currently being worked on and a new build shortly after that. We're doing our best to provide frequent update  builds and progress reports as we work towards getting all the core features fully functionally and tied in with each other and the required UI as soon as we can.

    We have big plans for features and expansions well beyond the release of version 1.0, which is a big part of why it took us so long to get to this point (making sure the core code and data format are future-proof and will easily support the more advanced features we plan down the line.)
  4. Like
    Mike at BrashMonkey got a reaction from IAmBest in If I buy Spriter Pro now, can I benefit from the upgrade?   
    If you purchase Spriter on Steam you will automatically get the Steam version of Spriter 2 as a free upgrade as soon as it becomes available.
  5. Thanks
    Mike at BrashMonkey got a reaction from ChadoriXD in Spriter Plug-in for construct 3   
    Sorry about the delayed reply. Edgar has it on the top of his to do list and will work on the issue as soon as he can. We'll report back here when there's a new build to try which will hopefully resolve the issue for you. Thanks for your patience.
  6. Like
    Mike at BrashMonkey reacted to bwwd in New Spriter 2 Alpha build and Release Schedule information   
    Great, any video tutorials about it ? I tried to grasp it but its walk in the dark as of right now.
    I hope quality of the export will be similar to original spriter, i mean i tried dragonbones and other stuff but once you go into mesh mode then mesh becomes blurry on export, with spriter i figured out to upscale my art ( bodyparts) to 200% AFTER i setup meshes , this way it gets sharper when animating and after export.Its a little trick but gets great results.
    Im not sure what happens under the hood, maybe it would be good to upscale with xbr 2x or linear internally in spriter before export, this way we will get cleanest lines possible.
    I think it is important for pixel art, maybe not with png artwork but still, would be great to have no loss of sharpness when going into mesh mode.
  7. Like
    Mike at BrashMonkey got a reaction from jorge oliveira in animated char map   
    If the target platform is PC it's highly unlikely there will be a performance issue, unless you have a huge number of these Spriter objects or other elements to your game eating a lot of processing power. It's worth a try to switch over and see.
  8. Like
    Mike at BrashMonkey reacted to joemid in Spriter 2 FAQ   
    Hope you all are safe and healthy.  Best wishes!
  9. Like
    Mike at BrashMonkey got a reaction from joemid in Spriter 2 teaser and pre-order sale!   
    Yes, you will get Spriter 2 on Steam automatically and for free if you own Spriter on Steam. We can't estimate when it will reach version 1.0 and be officially released. Stay tuned on our forums here for updates and new alpha build should become available for testing and feedback purposes soon.
  10. Like
    Mike at BrashMonkey got a reaction from ibiz in The condition doesn't work "Position is outside padded viewport"   
    Can you post a short example project showing the feature failing?
  11. Like
    Mike at BrashMonkey reacted to igalencar in Where is the save spritesheet for projec???   
    done . great . thanks
  12. Thanks
    Mike at BrashMonkey got a reaction from Makoren in Spriter Plug-in for construct 3   
    @Makoren
    We finally figured out the issue. That link from Scirra/Construct forums is linking to an obsolete and hidden post. I could see the post becasue I'm an admin, so I didn't notice it was hidden when I followed the link. It should be linking to here instead:
     
     
  13. Thanks
    Mike at BrashMonkey got a reaction from Falken in IK Constraints?   
    Please watch this video:
     
  14. Thanks
    Mike at BrashMonkey got a reaction from Super Meat Hands in Spriter Plug-in for Construct 2   
    Have you tried yet with a different browser or incogneto/private tab? I'm pretty sure the page is fine and it's an issue with the cache in your browser or IP.
    If that doesn't work, download and unzip this: https://drive.google.com/file/d/142IMdqqn3pSqf3F_T7Tslxm7V1pOuKDl/view?usp=sharing
  15. Thanks
    Mike at BrashMonkey got a reaction from Michael Gaddi in How do I easily replace parts?   
    you want to learn about 'character maps'
    https://www.youtube.com/watch?v=NufHCAHrEdw
     
     
    http://www.brashmonkey.com/spriter_manual/what%20are%20character%20maps.htm
     
  16. Like
    Mike at BrashMonkey got a reaction from johnsmith in How do you update animations in Construct 3 ?   
    Yeah, we don't consider this a valid long-term solution, but we're glad this works as a temporary work-around until the issue can actually be fixed.
  17. Like
    Mike at BrashMonkey reacted to johnsmith in How do you update animations in Construct 3 ?   
    Thank you for the update Mike
    That's mostly what am I doing atm (only I let Construct rename the newly imported character, will try to see what happen if I rename just the Spriter object before importing) and I can deal with it, i'm just afraid to do some mistakes in the long run  
    I'm not using collision at the moment (I'm using a dummy (same for behaviors & variables)) but once the character is fully animated I might give it a try if it's not too demanding for the engine.
  18. Like
    Mike at BrashMonkey reacted to GC3K in Game that I helped make with Spriter   
    I thought I'd share what I worked on for the past year or two. All of the character sprites were assembled and animated in Spriter, then exported to sprite sheets for the developer to use in the game. I worked on all the new art/graphic assets (except the promo art+logo).
    It would not have been possible for me to work on everything myself, without Spriter. Thanks for making an affordable software that was easy to use.
    Trailer-- warning for cartoon violence
  19. Like
    Mike at BrashMonkey reacted to Johndose in Spriter 2 FAQ   
    In Skeleton animation software. As far as I notice, there are few in the market out there, include spriter pro. This is great choice to have a new, robust skeleton animation software to have it right now. However, it has to be really eye-catching to make customer move away from their comfort zone(the software their are familiar with).
    Spriter2 and Alchemist seem really powerful, and it is really great to have official support in multiple engine. But almost all of the engine that planned to support which already had  a lot of choice to choose with. If I am indie dev, choose to cooperate with another people for art asset, I will consider whether the software support the specific engine I am working on and is that product stable enough to avoid to break the project and waste times. If I am artist, choose to cooperate with another people to make a game, I will more likely to choose the product I am familiar with.
    Maybe I am wrong, but If spriter2 will support some engine that still lack of solid foundation that need 2d skeleton animation software to support with. Those devs will have no other choice but choose spriter2 as their animation tool. And Godot, which just recently upgrade to 3.2 version and it will be long term support version, seem really the best choice out there. I know there is difficult to handle the project and finish official support as the same time. But hope this suggestion will help.
  20. Like
    Mike at BrashMonkey reacted to Robert Brooks in Animated treant 2d character   
    Thanks Mike and thanks Dragonseal!  Sorry for the slow reply I don't think I received  a notification for this thread. I shall check my notification settings now! @dragonseal, I guess the forums are slow beacuase everybody is anticipating the release of Spriter 2, "Nudge , Nudge @Mike" I shall try to keep posting more work on here too. I never know if I'm posting too much. I don't want to flood the forum , I'm using Spriter to make characters day and night!!
     
    Thanks!
  21. Like
    Mike at BrashMonkey reacted to Xushou in Spriter 2 FAQ   
    You guys are really amazing and amazing! Very geeky, I support you!
  22. Haha
    Mike at BrashMonkey got a reaction from Xushou in Spriter 2 FAQ   
    Yes, I was referring to the alpha version of Spriter2... Alchemist specific features will start to appear (also in alpha state, being not yet fully perfected, but ready for testing and feedback from the community) as the Sprite 2 build gets closer to a feature complete beta.

    I'm responding on behalf of BrashMonkey, LLC, but I'm the artist half of the two man team. The other half of the team, Edgar, is the programmer. We each always work full time (or more) for our company, but much of that full time work is often things other than development, like making business decisions, deals, customer service, etc etc. The amount of required other tasks beyond development varies wildly from day to day and week to week, and much of it is unpredictable as opportunities present themselves, markets shift, and other unpredictable demands or requirements occur. The more there is funding the more we can delegate non-programming chores to outside help and can contract other programmers to contribute to Spriter 2 and especially Alchemist's development.

    In general the biggest delay in Spriter 2 was making sure it's data format and foundational code was flexible, expandable, and powerful enough to be able to easily 'host' all of the great features we have planned both for Spriter 2 and especially for Alchemist. Basically, the scope of core features and expandability for Spriter 2 grew to make sure we will deliver a truly revolutionary and competitive animation tool, and that demanded a lot of extra and previously unexpected development time. As you likely can imagine, preparing a Kickstarter takes a huge amount of time, as does maintaining the campaign to make sure it succeeds as much as possible,  so this contributed to the minor current delay.. but we were overdue for a 'visibility round' and already at less than a third of the way through, the campaign has proved to be worth it. The greater visibility, stockpile of new promotional material, greater internet presence,  and resulting support, backers, and potential customers will more than make up the lost time over the following months.

    Which two apps are you referring to that you purchased on Steam? The only one on Steam that I can think of is Spriter Pro (which of course will get you Spriter 2 as a free upgrade.) Is that what you meant?

    cheers.
  23. Like
    Mike at BrashMonkey got a reaction from 4241 in Spriter 2 FAQ   
    It's possible the new alpha build will be released by the end of the month, it might be slightly delayed, ironically due to the unexpected extra time required to prepare the Kickstarter campaign.

    Everything is effected to some degree by funding, and there are several potential factors that could change how much gets done per update, but the updates themselves will still happen. Spriter 2 will have a much better beta build out for July regardless of the Kickstarter, but even Spriter 2 can arrive at version 1.0 faster if the Kickstarter is fully funded.

    The better the funding, the more man-hours can be dedicated per day on Spriter 2 and especially Alchemist, going from more hours we can work in-house to contracting outside help.

    There are too many potential and unpredictable factors and other business requirements to be able to say for certain which hours can be spent on what over a long period of time unless large enough funding is raised to guarantee the ability for full-time work.

    To clarify, Kickstarter campaigns are 'all or nothing', so if the backings don't reach 50k or more by Feb 4th we won't get funding it did raise and the backers won't be charged. We could of course pursue providing an alternate means for the backers to fund Alchemist and reserve the same reward tiers.



     
     
  24. Like
    Mike at BrashMonkey got a reaction from Cherezyuk in Spriter 2 FAQ   
    Yes, I was referring to the alpha version of Spriter2... Alchemist specific features will start to appear (also in alpha state, being not yet fully perfected, but ready for testing and feedback from the community) as the Sprite 2 build gets closer to a feature complete beta.

    I'm responding on behalf of BrashMonkey, LLC, but I'm the artist half of the two man team. The other half of the team, Edgar, is the programmer. We each always work full time (or more) for our company, but much of that full time work is often things other than development, like making business decisions, deals, customer service, etc etc. The amount of required other tasks beyond development varies wildly from day to day and week to week, and much of it is unpredictable as opportunities present themselves, markets shift, and other unpredictable demands or requirements occur. The more there is funding the more we can delegate non-programming chores to outside help and can contract other programmers to contribute to Spriter 2 and especially Alchemist's development.

    In general the biggest delay in Spriter 2 was making sure it's data format and foundational code was flexible, expandable, and powerful enough to be able to easily 'host' all of the great features we have planned both for Spriter 2 and especially for Alchemist. Basically, the scope of core features and expandability for Spriter 2 grew to make sure we will deliver a truly revolutionary and competitive animation tool, and that demanded a lot of extra and previously unexpected development time. As you likely can imagine, preparing a Kickstarter takes a huge amount of time, as does maintaining the campaign to make sure it succeeds as much as possible,  so this contributed to the minor current delay.. but we were overdue for a 'visibility round' and already at less than a third of the way through, the campaign has proved to be worth it. The greater visibility, stockpile of new promotional material, greater internet presence,  and resulting support, backers, and potential customers will more than make up the lost time over the following months.

    Which two apps are you referring to that you purchased on Steam? The only one on Steam that I can think of is Spriter Pro (which of course will get you Spriter 2 as a free upgrade.) Is that what you meant?

    cheers.
  25. Like
    Mike at BrashMonkey reacted to 8DashP in Spriter 2: Alchemist Kickstarter is live!   
    Nice to see a big list of features. It sounds like a very ambitious project, and probably something needed to differential Spriter from the competition in the current market. I must confess however, it is all quite confusing as to what the end result will be.
    The ideas behind the control widgets and procedurally generated characters in particular are hard to envisage how this would be implemented in a game development package. It almost seems like you want Spriter to be the game engine. Are the widgets going to be exportable components to be imported into the end user game engine, or are they used within spriter simply to render out generated images to, for example, sprite sheets, or animation states? This is just an example of what is unclear from the Kickstarter page to me, which makes it hard to decide whether to invest or not, and even whether this is all Alchemist functionality, or a mix of Spriter 2 and Alchemist. My assumption is that everything shown is Alchemist specific and won’t be available in Spriter 2 base.
    It would be good to see some more in-depth examples of specific functionality. Not sure if development is far enough along to do this though.
    Russell.
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