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Mike at BrashMonkey got a reaction from Rawdesh in TroubleShooting (look here if you are having an issue with Spriter!)
I've been able to reproduce the bug. I never ran into this before... maybe a windows update along the way broke this. There is a decent work-around. I discovered that if you select another animation and go back to that animation you'll be able to rename things in the z-order bar again. Sorry for the inconvenience.
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Mike at BrashMonkey reacted to Rawdesh in TroubleShooting (look here if you are having an issue with Spriter!)
Thank you for tip and info. No prob, keep on great work!
regards
Markus
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Mike at BrashMonkey got a reaction from Jonybir in Spriter Pro 2 have support in GameMaker Studio 2.3
Not at this time. We won't be pursuing any specif runtime other than Unity until Spriter 2 reaches a core feature complete stage.
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Mike at BrashMonkey reacted to Jonybir in Spriter 2 Alpha build 0.0.0.19
good progress. set goals and try to meet them. right now got no clue how to use the alpha version of spriter 2. Its a total new software which is in dire needs of tutorials of how to use it.
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Mike at BrashMonkey reacted to Gjergji in Spriter Question & Concerns
I'm not part of the Spriter team but I think I can answer some of your questions.
Yes you can install Spriter Pro and Spriter 2 on the same machine.
If you preorder you will get both spriter pro and spriter 2(not sure if they'll have the same key or 2 different ones or any other authentication method)
I think Spriter 2 has already been released in alpha versions at least last month, and updates are almost biweekly. you can check the devs youtube channel, you can see some showcase of their latest work. last upload at the time of me writing this is 1 month ago.
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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.)
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Mike at BrashMonkey got a reaction from Jonybir in Spriter 2 FAQ
The file formats are completely different between Sprite and Spriter 2, and so are almost every aspect of the way images are manipulated and displayed. It's not impossible that we will make an importer or converter, but definitely don't count on that happening for sure.
There will be lots of tutorials for using Spriter 2, but it's too soon for that because even the core features are not fully implemented yet, and character maps will come after that.
It's impossible to say how soon and which Alchemist features will appear. We plan for all of them to eventually become available, but since the Kickstarter did not meat its goal it will take longer than it would have.
Please keep an eye out for our update posts and update builds for Spriter 2 roughly every two weeks .
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Mike at BrashMonkey reacted to Fabian1996 in little help would be nice
Hi Mike,
Thanks, I solved it.
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Mike at BrashMonkey reacted to SquigglyFrog in SpriterDotNet.Unity
yes, definitely using spriterdotnet.unity with unity 2017, 2018, and now 2019.4.8f1. So mostly figured it out, I didnt change my code at all, but upgrading to a diff ver of unity did fix that issue. Now if only unity and spritedotnet would play nicely together - same issue as BlooberryPi3 above. Once imported, click any of the prefabs and its a constant jump back and forth between pointer and hourglass, like its constantly searching for any updates in the spriter file, which slows the editor down tremendously. Tested that on 3 different machines here and multiple unity versions, and they all do it.
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Mike at BrashMonkey reacted to Jonybir in Spriter 2 Alpha build 0.0.0.18 features and the current state of the roadmap
You can go to the properties tab and opt in beta and u can try spriter alpha.
https://gyazo.com/4fd7e2f3a1d9c6649b3b6753bc51932d
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Mike at BrashMonkey reacted to thegodo in Spriter 2 Alpha build 0.0.0.18 features and the current state of the roadmap
Hi, Mike.
Thanks for your answer. I should take care using some expressions for my non-native english, you are right I mean, that was the only way I found about private alpha testing. When I click on link it says:
Sorry, there is a problem
We could not locate the item you are trying to view. Error code: 2F176/1
I purchased Spriter Pro as a "Spriter Pro Early Adopter License". It was on June, 11st, 2014. I think it was on BrashMonkey website, but I cannot remember. If you need more references I could send you the activation mail or whatever you require for this. Indeed, using my credentials on this web, I cannot see anything or "purchases". Is there something wrong?
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Mike at BrashMonkey got a reaction from Boris Shadlovskii in Small Tool Icons and All
Hi Brandon,
I think Spriter is just not made to automatically adapt to 4HD monitors.
This information might help:
https://support.microsoft.com/en-us/help/15078/windows-10-make-older-apps-or-programs-compatible
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Mike at BrashMonkey got a reaction from mjdalways in Spriter Pro 2 Beta on Steam?
Log in to steam in your browser (not the Steam client app) with the account which owns Spriter, then go here: https://steamcommunity.com/linkfilter/?url=https://steamcommunity.com/app/332360/discussions/1/1743355067128015969/
Please let me know if that works for you.
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Mike at BrashMonkey got a reaction from Fabian1996 in swapping weapons in Construct2?
Have you gone through the example capx and tried to analyze it? Did you try importing your own spriter object into a construct project and then apply a character map? I think you think it's more complicated than it is and it's throwing you off.
You don't need to use local storage or list boxes or anything else. If you want the game to switch your character's sword, you just create the character map in the spriter project that switches the sword image and then in construct use the action to append the character map and type in the name of the character map.
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Mike at BrashMonkey got a reaction from GC3K in Game that I helped make with Spriter
Great job. it looks like a lot of fun too!
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Mike at BrashMonkey got a reaction from ChadoriXD in Spriter Plug-in for construct 3
Sorry, he's trying to wrap up the new Spriter 2 alpha build (which got delayed... he's hoping to release it today) and updating the Construct 3 plugin will be his first task once it's out.
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Mike at BrashMonkey reacted to Trumgottist in Feature request - better zoom in timeline
Yes, I am on Windows, and I get the same result if I'm scrolling with either of my two mouses, the scrolling strip on my Wacom tablet or the keyboard. But I have now split it up into segments of just a few seconds each in length, which is a much better way of doing this.
(I have not been working on this project since April, btw. I finished the video I was experimenting on back then without any animation, but I am now working on a simple animation for my next video. As it is my first attempt, it is very simple but still takes me a lot of time. I am making progress though, and it will be finished within a couple of days. I'll post in the "Your Works" section when it's done.)
Also, I know I posted a request for movie export somewhere. (I can't find it on this forum. Maybe it was on Kickstarter?) I'm now retracting that feature request as it's not needed. Video editors (I can confirm both DaVinci Resolve and Lightworks) are smart enough to recognise the series of png files as video clips! Doing it this way is even better, as all transparency is preserved, and there are no compression artefacts. (I wish I knew that before setting up a workflow with ffmpeg and a greenscreen backdrop in Spriter.) So taking the animation from Spriter and putting it in my video is very easy.
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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.)
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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.
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Mike at BrashMonkey got a reaction from joemid 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.
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Mike at BrashMonkey got a reaction from joemid 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.)
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Mike at BrashMonkey got a reaction from Kacper Jaremko 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.)
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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.
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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.
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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.