Mike at BrashMonkey got a reaction from GeminiEngine in Export inaccurate sprite sheets
Having the uncropped images can cause performance problems in Spriter, which will be more noticeable the more images you use per project and per animation.
If you only plan to export your finished animations as GIF or sequential images (full frame images) then trimming is not necessary as you seem to have guessed.
Going back to the original topic, you have the export set to use "animation preset" under "source rectangle". When you set the reset cropping for the animation, were you careful to make sure there was room at the bottom so the feet would not get slightly cropped off?
Mike at BrashMonkey got a reaction from GeminiEngine in Export inaccurate sprite sheets
Please post a screen shot or video recording showing the export settings, even if you've not changed anything. This will help us figure out the cause of the problem faster.
In the meantime, you should always trim your images before using them in Spriter. You're wasting a massive amount of memory and drawing time with all that empty space in all your images.
Mike at BrashMonkey reacted to bwwd in Great algorithm for rotating pixel art & sprites
I would like to ask when its going to be available in spriter, i made some animations with pixel art bodyparts and some came out ok , it doesnt look that bad when rendered with nearest neighbour but there were still some single pixels/jaggies here and there especially on the borders, im realy curious how these animations would look like when exported with new algorithm for rotating sprites.
Im posting some rendered gifs and my spriter file if you guys would like to test it when working on this feature and maybe do comparison or something :).
I made if from this single sprite : http://www.deviantart.com/art/Raphael-182598470
First three are nearest neighbour , last one is smooth sampling.
Mike at BrashMonkey got a reaction from Spr123 in Spriter Pro: Where can I find the 260 free animations?
All the Essentials Art packs are your animations and images which come free with Spriter. Yes, it includes walking characters. Click "My Purchases", then "manage" near the Spriter thumbnail, then scroll down and find the links to download all the Essentials art packs.
Mike at BrashMonkey got a reaction from Spr123 in Import same assets of bigger size: Do all the work again?
With Spriter Pro you can create a clone of your entire project scaled up or down to any size you want (including the images in the folder)... Do this first, then replace the enlarged images with your clean vector-created ones. HOWEVER, the images will need to be the exact same size and shape as the ones you're replacing, trimmed the exact same way.
I'd recommend creating the large project clone, then use the enlarged images it produces as guides in your vector program to recreate clean vector versions... them export each image from the vector program with the exact scale and cropping as the guide image.
Mike at BrashMonkey reacted to lucid in Spriter R11 Release
Hello everyone. Here's a new Spriter release with a couple of minor additions and several important bug fixes. Enjoy!
Spriter Release 11
Additions and Enhancements
Added pro feature to allow you to set background guide images per animation. It's impossible to accidentally move or edit the background images unless you enter the guide image editing mode. Guide image information is saved in a way that will be ignored by external implemenations and Spriter's own spritesheet generation. Hovering over metadata keys (variables and tags) now reveals their data Changes
Spriter will now prevent you from attempting to export to png/gif with an invalid custom rect source or target size (previously exited the dialog without exporting) Added option to right-click to rename in the z-order and hierarchy panes Bug Fixes
Fixed a bug where moving animations from one entity to another would result in missing objects if the target entity already contained those objects Fixed a crash that would occur upon closing the edit variable dialog if a key was double clicked to open it and then that key was removed in the dialog Fixed a bug where variable keys couldn't be created in new animations created after the new variable was added Fixed a bug where if a project was loaded with an entity that contained a variable, keys for that variable couldn't be created in animations that didn't already have at least one key Fixed a bug that allowed you to drag an animation containing a sub-entity into the entity it was using as a sub-entity. This would corrupt the animation, as entities cannot be sub-entities of themselves Fixed a bug that would cause objects to incorrectly update angles on multiple keys after being drag/dropped under certain circumstances Fixed a bug where copy and pasting pivot points wouldn't work in certain situations Fixed several bugs and a crash when moving animations from one entity to another under certain conditions Spriter now attempts to automatically repair broken file associations that would cause default pivot points to reset to the top-left corner
Mike at BrashMonkey reacted to maxfish in SpriterPlusPlus - a C++ Spriter implementation
In case somebody is still interested in an SDL2 implementation, here is my attempt at it: https://github.com/maxfish/SpriterPlusPlus_SDL2
The most important thing still missing is a working support for sprite atlas, the rest works fine.
I hope it might help someone.
Mike at BrashMonkey got a reaction from vubidugil in In construct 2 the animations disappear when they are close to leaving the screen
Hi, there's an important trick to avoid this. The Spriter plug-in in C2 uses the custom animation trimming settings from the Spriter file as the "bounding box" to decide when something should be clipped or drawn.
I'm going to bring this post to Edgar (the creator of Spriter and this particular plug-in) so he can give you more concise information.
Mike at BrashMonkey reacted to overcrafted in Skeleton Army Game Assets
2 years ago I discovered Spriter. Since then I did tons of animations and one of my favorites are the animations of my skeleton game assets.
When you use Spriter the right way you can create animations like this
Not all skeleton characters shown here but there are plenty more of them..
The whole package is available here: Graphicsriver
here GameDev Market
and here Itch.io
or even here Scirra Store
I have even updated the package to version 1.1 and added a run animation + white skin for each skeleton like this
I am still planning to add more content like a musketeer, samurai skeleton etc and also more animations but lets see how this turns out. Although people who buy are really happy sales are actually not much promising. I don't know why
Here a bonus:
This was done per request. The task was to make a drunken skeleton animation.
And when you weren't bored all the way and really reached bottom of my post you can actually DOWNLOAD A FREE SKELETON CHARACER WITH SPRITER FILE FOR FREE!
Download Free Skeleton Character
Mike at BrashMonkey got a reaction from Stranger Games in SpriterDotNet - An implementation for all C# frameworks
Very cool addition Stranger Games. Thanks so much on behalf of the Spriter community.
Mike at BrashMonkey reacted to Stranger Games in SpriterDotNet - An implementation for all C# frameworks
Visual Novel for Dialogue System for Unity is released. It is the only visual novel asset with builtin support to Spriter animation.
Keep in mind that it requires Dialogue System for Unity to function correctly.
I didn't have time to do it, but I will do it and do a pull request as soon as I have time. Your plugin is great, and I will be happy to contribute to it.
Mike at BrashMonkey got a reaction from jordy2254 in Spriter file format documentation | scml?
The reference is a bit incomplete with perhaps a few typographical type errors. It's a good idea to also references any of the open-source Spriter implementations and if you have any specific questions, please don't hesitate to email firstname.lastname@example.org and he will clarify as best he can.
Mike at BrashMonkey got a reaction from Caz in rpg pack with spriter2unity
You could use the art and apply bones etc, but keep in mind, due to the required perspective changes in any angle except perfect side view, you cant animate a character walking upward or downward simply by moving or stretching bones... for this you need Spirter's image swapping feature and hand drawn variants for each frame of the limb during a walk etc. This is why traditional games only have 3 frames for walking and why we only provide the same 3 frame style. To do otherwise becomes exponentially more time-consuming and therefore expensive.
Look into swapping out texture images in Unity.. this can be done manually to reproduce what we call "character maps" in Spriter, for things like swapping out weapons, armor type, cape on/off etc.
If you're using Unity, you might want to look into using actual 3d models where the weapons etc are separate objects which could be swapped out. Depending on how many angles you want, how many moves, etc etc, this might produce far better results far faster and less expensively.
Mike at BrashMonkey got a reaction from Myattus in Shooting Gun While Walking
There might be possible options, both pretty darned complicated.
There is a way to override the animations control over sprites or bones so they can be controlled in real-time by C2, but I've honestly never used that feature myself. I'll bring this thread to Edgar (Spriter's programmer and the creator of the C2 plugin) to see if he can link you to further info.
Aside from that option, yes, you could separate the upper body or just the arm in Spriter to be a separate Spriter object, then anchor it to the character sprite, synchronize animations, and then add recoil animations... this option would be very time consuming, first to break up the character and their arm into separate Spriter files, then to properly event everything to stick the arm to the character Spriter object and properly synchronize everything.
Mike at BrashMonkey reacted to Wicked in Spriter R10 Bug Thread
When I click the Current Time field above the timeline to jump to a frame, the numbers highlight as they should. But if I start typing in a frame number to jump to, instead of changing the numbers, the software takes the inputs as shortcut keys and I usually end up locking sprites, hitting play, and a bunch of other stuff before realizing the numbers are not changing. I can't edit the numbers until I double-click on the numbers again (un-highlight and re-highlight). It does this every time I go to click on the Current Frame field. This is pretty annoying. I am on Windows 7 Pro. Spriter 10.
Mike at BrashMonkey got a reaction from ruberboy in Please post feature suggestions here.
Something like this is planned for Spriter 2, but almost certainly won't make it into Spriter Pro, as the entire data structure and core code of Spriter woulsd have to be changed, which would not only further postpone Spriter 2, but it would also break compatibility with all existing Spriter API's.
Mike at BrashMonkey reacted to NoobSpriter in Steam purchase
Thats ok then. Thanks a lot for the response! I am an absolute beginner in making Sprite. I'll see how it goes with the one I've got right now first . If I like it, no doubt I will contact you to get the stand alone version - to support your company
Mike at BrashMonkey reacted to Kogemashita in Rpgmaker MV: Spriter Pro Support Petition!
damn thanks mike :/
I've made a petition for it and I'm thinking about posting it on the Rpgmaker MV forums, but I'm not too sure how many people would be interested, it would mean a lot if you could possibly mention this petition in a stickied post or on the news section for me, thanks so much. (Also I used the spriter logo in the petition, if you're not okay with that PM me and I will change it!)
Petition Link: https://www.change.org/p/kadokawa-corporation-rpgmaker-mv-spriter-support