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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.
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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.
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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
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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.
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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!
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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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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.
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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.
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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.
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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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Mike at BrashMonkey got a reaction from Mario in Spriter 2 teaser and pre-order sale!
You'll still have access to your Spriter Pro license and you can still use the art packs with Spriter Pro.
It's possible we'll eventually make a converter to convert Spriter Pro project files to Spriter 2. It's also highly likely we'll provide discount options for people with the current art packs to cross-grade to the new ones. We won't know for sure until at least a few months from now.
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Mike at BrashMonkey reacted to blurymind in Spriter 2 teaser and pre-order sale!
spriter has such an elegant and intuitive GUI, I am very eager to see its evolution in 2
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Mike at BrashMonkey reacted to joemid in Spriter 2 teaser and pre-order sale!
Can't wait! I love Spriter Pro and recommend always. Can't wait to see more about Spriter 2! Would love to see implementation in Visionaire Studio-
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Mike at BrashMonkey got a reaction from 4241 in Spriter 2 FAQ
The full range of Alchemist features will require a massive amount of work in addition to that required to finish Spriter 2, including additional contracted work to get done. it's not financially feasible to make them all free without additional funding via selling it as an expansion. A successful crowd-funding campaign will help us get there sooner. The better it does, the more features and other value we can add more quickly. The core version of Spriter 2 is befitting from Alchemist development as well. It's now planned feature set has already expanded in scope beyond what was originally planned when we promised it as a free upgrade for Spriter Pro owners.
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Mike at BrashMonkey reacted to Dennis Theux in Animations too close to edge dissapear
@Mike at BrashMonkey Thank you Mike, this solved it for me! Fantastic Happy New Year!
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Mike at BrashMonkey reacted to bwwd in He-Man & She-Ra Game 2.0 Release
As You know most animations for this game are made with amazing original Spriter using 3d meshes , Today new version of the game was released, its been 4 years and im grateful to Brashmonkey for such fantastic software.
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Mike at BrashMonkey reacted to Matt_UK in Generic Java Importer
this was me doing it wrong....
I didnt understand the charactermaps example code properly (and probably I still don`t)
i used:
public boolean touchDown (int screenX, int screenY, int pointer, int button) { if(button != Input.Buttons.RIGHT) player.characterMaps[i] = charMaps[i]; //set the character map to the one saved in maps else player.characterMaps = null; //set the char map to null, to remove it i = (player.characterMaps.length+(++i))%player.characterMaps.length; return false; }
but when i changed it to
player.characterMaps[0] = charMaps[i]; //set the character map to the one saved in maps
everything worked as planned.
I then spent a day with a working character map demo and being unable to get the Spriter Player to render within my game logic.
turns out I didn`t understand Camera classes properly either so now that`s fixed i seem to be able to completely get rid of spritesheets in my game and the world is a wonderful place again
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Mike at BrashMonkey reacted to Robert Brooks in Animated treant 2d character
Hey everyone I really should post here more often! I've been making hundreds of characters for my game asset site www.gamedeveloperstudio.com all thanks to Spriter! I'm always in such a rush to get onto creating the next character or game asset design that I never really stop to share my work here. If you've seen my site you'll know I absolutely love Spriter I've been using it for over five years now and it's really helped in creating such cool character animations. I'm really looking forward to using spriter 2!
Here's my latest work for the site, it's a forest demon character, If you're creating games and would like to use this character you can find him on my site.
Thanks for reading.
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Mike at BrashMonkey reacted to Cherezyuk in Spriter 2 FAQ
Жду с нетерпением. Люди в моей группе тоже интересуются. Spriter 2 VK численность группы пока не большая, но после запуска будет расти.
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Mike at BrashMonkey got a reaction from Scraggle in How to edit several keyframes ?
Hi Scraggle,
There are two separate solutions to these issues.. specifically, to make the overall anchor point of your animations in a new place, choose your animation, hold M while in the canvas, and simply left-click and drag to move the anchor point for the entire animation.
Then there is also this feature:
https://www.youtube.com/watch?v=-BpjzYKk-40
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Mike at BrashMonkey reacted to sds_alex in SpriterDotNet - An implementation for all C# frameworks
I pretty much solved my own problem, but in case other folks want to go down this path in the future: From what I gather, the animator.FrameData.SpriteData contains objects that represent the information about the way a sprite needs to be positioned and drawn. It doesn't seem to contain a reference to the name of the bone that it is attached to by default. I edited the SpriterDotNet API to add a string variable named BoneName to the SpriterObject class in the SpriterModel.cs file, and then added "info.BoneName = timeline.Name;" to the top of the AddSpatialData method in the FrameDataCalculator class. This allows me to retrieve the BoneName from a SpriterObject.
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Mike at BrashMonkey got a reaction from Icepick in Shorter Characters Using Char Maps
No, that's not possible. You'd need a character map system that actually can replace bones or shorten bones to go along with the shorter images. This does not exist in Spriter Pro but eventually Spriter 2 might allow for such things.
You might need to create a scaled clone of the entire Spriter project for smaller characters, and then repaint the reduced-sized images for the new shorter characters.
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Mike at BrashMonkey got a reaction from mariusz947 in Lot's of Spriter 2 news in the works. Thanks for your patience.
We're wrapping up the framework that will not only allow for powerful expansions to the core version of Spriter 2, but over the coming weeks, we'll be showing off some GIFs for a future add-on to Spriter 2 also made possible by these investments.
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Mike at BrashMonkey got a reaction from xlordt in Spriter 2 teaser and pre-order sale!
Yes, Spriter 2 is very much in development and we're working on a big update announcement. Progress can be followed here: https://brashmonkey.com/roadmap/
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Mike at BrashMonkey reacted to conceptgame in Generic Java Importer
Hi all,
Thank you Trixt0r for your implementation. After adapting the generic C++ reference implementation for the Windows platform on the CF2.5 game engine, I am now porting this implementation to Android.
I used your code to perform this but I have got the usual first nightmare which is the coordinate system which is not really standard on this game engine.
I got this on grey guy standard example (see attached image).
From your experience, where do you think I need to investigate first and where in code?
- reverse Y on Load?
- reverse angle on Load?