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Mike at BrashMonkey

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  1. Thanks
    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.
  2. Like
    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.
  3. 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.)
  4. 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.

     
  5. Like
    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.

     
  6. 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.)
  7. Like
    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.)
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. Like
    Mike at BrashMonkey reacted to joemid in Spriter 2 FAQ   
    Hope you all are safe and healthy.  Best wishes!
  13. 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.
  14. 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?
  15. Like
    Mike at BrashMonkey reacted to igalencar in Where is the save spritesheet for projec???   
    done . great . thanks
  16. 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:
     
     
  17. Thanks
    Mike at BrashMonkey got a reaction from Falken in IK Constraints?   
    Please watch this video:
     
  18. 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
  19. 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
     
  20. 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.
  21. 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.
  22. 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
  23. 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.
  24. 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!
  25. Like
    Mike at BrashMonkey reacted to Xushou in Spriter 2 FAQ   
    You guys are really amazing and amazing! Very geeky, I support you!
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