Jump to content

Mike at BrashMonkey

Administrators
  • Content Count

    2,757
  • Joined

  • Last visited

  • Days Won

    200

Reputation Activity

  1. Like
    Mike at BrashMonkey got a reaction from Geraldml in using animations in Unity causes weird clipping issues   
    pivot points.... the dots you can move to change the spot the sprite rotates around
  2. Like
    Mike at BrashMonkey got a reaction from Geraldml in Spriter Pro ignores pivot points on character maps   
    Sorry for seeing this thread late. My best guess is you were getting confused between default pivot point, which is what you need to be consistent for character maps to work, and just changing an images current pivot point in the timeline of an animation on any given key-frame, but this is just a guess.
  3. Confused
    Mike at BrashMonkey got a reaction from Geraldml in Spriter Awesome Boss Contest! $1000 Grand Prize! Official Rules   
    We (BrashMonkey) can't make any promises, because it depends on a unanimous agreement from all contestants..but it's possible the contest will be given a new, extended window for submissions, so you might wan't to finish this in the mean-time just in case. But again, we can't promise what other people will agree too, so don't do the work if it's not rewarding enough just to get it done... even if the contest does not re-open for submissions.

    cheers.
    -Mike at BrashMonkey
     
  4. Like
    Mike at BrashMonkey got a reaction from Ribbit in Preparation & Artstyle.   
    I've found the files that tombmonkey shared and have hosted them here:
    https://drive.google.com/open?id=1zuZVgyb5Z_6ZaHB7_2IwwGLqsMTMinDs
    (updated link)
  5. Like
    Mike at BrashMonkey got a reaction from Ribbit in Preparation & Artstyle.   
    Sorry I just spotted this post now.
    With 2D bone animation software, any angle that is not perfectly overhead or side-view is much less easy to animate,,, so in your example, the leg on the left (her right leg) would be fairly easy to animate and her left leg would be much more limited.

    The thinner the joints and more reliant on black outline the art style, the harder it is to animate while keeping the joints looking good in all situations. It's definitely a skill which takes time and experimentation to perfect.

    The artist you speak of, tombmonkey actually shared many of the spriter files you speak of in this thread: 
    But sadly all the links now seem broken.. If I can recover any of them I'll come back here and post new links. If I can't find any within a week I'll try to remember to create a new tutorial video and example file based on your example... with your permission if you give it.
  6. Haha
    Mike at BrashMonkey got a reaction from Solomonmova in Spriter Awesome Boss Contest Submission Thread   
    Hi again everyone. Just a quick update. We've gotten the prize winner choices from 2 of the three judges and the final judge said he's going to try to look through all the submissions tonight. It shouldn't be much longer now. Thanks for your patience.
     
    cheers.
    -Mike at BrashMonkey
     
  7. Haha
    Mike at BrashMonkey got a reaction from AlbertMen in Spriter Awesome Boss Contest! $1000 Grand Prize! Official Rules   
    "Bosses" in games are the typically big, dangerous enemies you fight at the end of levels.
  8. Like
    Mike at BrashMonkey got a reaction from Geraldml in State of spriter?   
    Sorry, we never really git into the habit of blogging at all. We're very much still active... mostly with customer service, the creation of additional art packs, some other cool stuff I can't currently talk about, and the (sadly still early) development of Spriter 2, which will be a free upgrade for all Spriter Pro owners.

    An update build for Spriter should be arriving in the not too distant future as well.
     
  9. Like
    Mike at BrashMonkey got a reaction from Burning-Wood in Where is the Mesh Deformation update?   
    Sorry for the huge delay. It was announced sometime back in 2015 that the deforming features won't be officially supported until Spriter 2 is released, which will be a free upgrade for all Spriter Pro owners. This is because the data format and foundation of Spriter code would be far too limiting for the specific deforming features we want to provide. Spriter 2 is still only in early development, so it's still going to be a long wait. For now the skin mode in Spriter can be used to some great effect, but you need to work-around a couple of known minor bugs and remember that no Spriter runtime supports playback of animations using skin-mode directly, so it's only useful if you plan on exporting full frame images or sprite sheets.

    One last idea is you can use skin mode deforming in a Spriter file as part of a workflow to end up with an animation which doesn't use skin directly, but an image swapping sprite who's animation was created with the skin feature, then exported as sequential frames.

    I did that for the animated flags in the Dream Frontiers Animated art pack.
     
     
  10. Sad
    Mike at BrashMonkey got a reaction from Burning-Wood in Using spriter animation in Construct 3   
    Sorry, no update yet. A family emergency currently has the developer of the plug-in tied up. We'll report back as soon as there's news .
    Sorry for the inconvenience. 
  11. Like
    Mike at BrashMonkey reacted to henry chen in my journey   
    gonna develop a scifi theme mobile game with a programmer friend
    doin my 1st try spriter pro, bought it on steam winter sale
    will update accordingly
    feedback is very welcome !

  12. Confused
    Mike at BrashMonkey got a reaction from AlbertMen in Bounding Boxes are ignored when rescaling   
    You mean the cropping settings for the animations?  It is indeed possible that that was overlooked when the creating scaled project feature was created. (I can't test it atm). Worst case scenario you'll have to makes Spriter recalculate it for each animation manually.
    I'll mention this to Edgar (Spriter's programmer) After testing tomorrow.
    Sorry for the inconvenience
  13. Thanks
    Mike at BrashMonkey got a reaction from hippyman in Clear guidelines hotkey?   
    Sorry. That's the only way to remove them (dragging them off the canvas.) I'll report the feature request to Edgar.
    cheers.
  14. Thanks
    Mike at BrashMonkey got a reaction from Anton in Our first game (with beer and cat)   
    Congrats on your first completed game. Looks fun.
  15. Like
    Mike at BrashMonkey reacted to Anton in Our first game (with beer and cat)   
    Hi! I want to share with you our first game made by our small three-dude team.  The idea of the game is somewhere between runner and team-manager. Your goal is to run through hordes of enemies, smash the boss and get to the tavern.
    We used Spriter to make an animation of characters and enemies. It's our first expirience of working with Spriter and first expirience to make an animation. Then Spriter animation have been transfered to Unity 3D.
    The game is already completed so you can check it in the Google Play
    .
    Feel free to criticise, our goal is to learn something and get better
     





     
     
     
    Ah, just forgot! You can post your questions and reports in our groups, in social network you prefer.

    Groups are quite empty, but we try to fill it with interesting stuff, and appreciate if you'll help us
  16. Like
    Mike at BrashMonkey reacted to RiverWalker in Spriter Run and Gun Art Pack now available. Only 5 days left   
    I got 2  spriter art packs and I am haveing a blast with them.
    Just wish you had centaur so I cold look over the key fram and bone.
    Ahh well just meen I need to work at it :)
    Hop you make a lot more art pakes becuse I well be buying them as you put them up.
  17. Like
    Mike at BrashMonkey got a reaction from bigibby in Please suggest animations for the basic Platformer art pack!   
    Hi Everyone,
    We're hard at work on a basic platformer game animation art pack. You can catch a sneak peak toward the end of this video:

    Keep in mind, the animations you see are only key frame and are not yet tweened, so final animations will be much smoother.
    Also remember, any character in an art pack will have char-maps using alternate art..which will allow for a large variety of visual styles, and other artists can create alternate image packs that can work with these art packs, so the variety of possible visual styles is limitless.. Take the giant head-size you see on the characters in this video for example...there will be alternate art that can be swapped out for normal head-sizes as well.
    So, here's your chance to have influence on the types of things and animations end up in the art pack.
    For now we know for sure there will be:
    Player:
    idle
    walk
    run
    balance check at edge of platform
    hand from edge of platform
    pull up from edge of platform
    hard stomp attack
    block
    dash
    jump
    fall
    get hit (variation 1)
    get hit (variation 2)
    basic death (generic)
    throw projectile
    get bumped back
    duck
    crawl
    slide
    flip in the air
    slide down wall (for wall jumping)
    jump from wall
    basic (turtle-like) enemy: (several variations)
    idle
    walk
    get hit
    die
    respawn
    flying variation of basic (turtle-like enemy)
    fly
    respawn
    get hit
    die
    Big "humanoid-ish" boss (several variations)
    idle (looking angry)
    walk
    jump
    fall
    land
    breath fire (or shoot beams)
    get hit (variation 1)
    get hit (variation 2)
    die
    laugh tauntingly
    ape-like display of anger (chest beating)
    hopping basic enemy:
    idle (going to hop)
    hop
    fall
    get hit (variation 1)
    get hit (variation 2)
    die
    Please suggest the ones you'd like to see, and if possible like to vids of screenshots of examples of what you're talking about in existing games.
    cheers,
    Mike@Brashmonkey
  18. Like
    Mike at BrashMonkey got a reaction from bigibby in Spriter Run and Gun Art Pack now available. Only 5 days left   
    Hi everyone,
    We're proud to announce the release of our 4th Spriter Animated Art Pack, and the last in our series of Platformer based Art Packs. Our new Run N' Gun Platformer Pack is geared towards anyone interested in creating side-scrolling action or platformer games where the player has a gun-like weapon.

    This is our most content-rich Art Pack yet, featuring several variations of a fully animated player character, brandishing either a gun, an arm cannon, or a sword, as well as a large assortment of basic enemies, a couple of boss style enemies, and an assortment of pick-up items and effects to add additional visual goodness to your game.

    Here are a few reduced size, reduced color, 24 fps GIF exports of some of the animations available in the Art Pack. But you can preview the full art pack here (There might be a long initial loading time (over 100MB of content), but once the first frame is finished loading, the remainder of the preview should be much faster)

    Don't forget, this new Art Pack doesn't just benefit those who purchase it. All who purchase Spriter Pro also receive Essentials versions of all of our Art Packs, and this one is no different. The new Art Pack is actually so content packed, that even its Essentials version nearly doubles the amount of art content that is provided for free to Spriter Pro owners. If you have already purchased Spriter Pro, you will receive an email with a links to all of your Essentials packs including this new one.
    You can preview the Essentials version of the Art Pack here.
    And speaking of Spriter Pro, don't forget, its official release is November 11th, which means that in just 5 days the Early Adopter Sale ends and Spriter Pro's full price of $59 will go into effect. This is the last chance to take advantage of this greatly discounted price, so tell all your friends and fellow game makers! At this time the prices of all of our first party Art Packs will also be increased.

    As always, thanks everyone very much for your support and for your patience as we continue to add more value to Spriter and reach this important milestone. We couldn't have done it without your help.
    Cheers, Mike at BrashMonkey

  19. Thanks
    Mike at BrashMonkey got a reaction from joemid in Event Trigger Issue in SpriterGM *Solved*   
    I'm glad you figured out the problem. Sorry I just spotted this thread now. I think the only way to entice the developers of GMS to better support Spriter is to make Spriter as popular as possible, with the most useful content and features. We've got several nice new art packs coming early 2018, and some other plans brewing. Wish us luck.
  20. Confused
    Mike at BrashMonkey got a reaction from AlbertMen in Animation does not repeat   
    Did you set a custom curve to a main timeline keyframe? That's what it looks like is happening. There's not enough information in the video to know for sure.

    Feel free to zip up your Spriter project and send it to mike@brashmonkey.com and I'll take a look.
  21. Like
    Mike at BrashMonkey got a reaction from AlbertMen in Event Trigger Issue in SpriterGM *Solved*   
    I'm glad you figured out the problem. Sorry I just spotted this thread now. I think the only way to entice the developers of GMS to better support Spriter is to make Spriter as popular as possible, with the most useful content and features. We've got several nice new art packs coming early 2018, and some other plans brewing. Wish us luck.
  22. Like
    Mike at BrashMonkey got a reaction from Geraldml in Event Trigger Issue in SpriterGM *Solved*   
    I'm glad you figured out the problem. Sorry I just spotted this thread now. I think the only way to entice the developers of GMS to better support Spriter is to make Spriter as popular as possible, with the most useful content and features. We've got several nice new art packs coming early 2018, and some other plans brewing. Wish us luck.
  23. Haha
    Mike at BrashMonkey got a reaction from Angelofame in Event Trigger Issue in SpriterGM *Solved*   
    I'm glad you figured out the problem. Sorry I just spotted this thread now. I think the only way to entice the developers of GMS to better support Spriter is to make Spriter as popular as possible, with the most useful content and features. We've got several nice new art packs coming early 2018, and some other plans brewing. Wish us luck.
  24. Like
    Mike at BrashMonkey reacted to Konckeri in [Solved] Unity 2017 making animationClips   
    I found the solution.
    I read through the SpriterDotNet.Unity documentation again and realized that I just needed to do this 
    UnityAnimator animator = gameObject.GetComponent<SpriterDotNetBehaviour>().Animator; assignment in my script and to use the Spriter.asset.
    Now everything works just fine.
  25. Haha
    Mike at BrashMonkey got a reaction from Solomonmova in Art Pack Users Agreement 404 + question   
    UPDATE: The link has been fixed.
×
×
  • Create New...