Mike at BrashMonkey's Forum Posts

  • To clarify a few things, the point to Spriter is its specifically for making animations for games. This will overlap into game related data such as triggering variable changes, sound effects, placing collision rectangles,image points etc.. all at any key frame(s) in a very natural and visual manner. (once these features are implimented). The other hugely important point to Spriter is it can save out actual animation data, which can then be used in a game engine to recreate the tweened animations using just a tiny bit of data and the original "body part" images. This can save insane amounts of file space and ram, allowing you to fit drastically more animations (and all perfectly smooth and tweened) as compared to using full frame sprite sheets etc.

    There will also be a super easy "character map" system, which will allow you to swap out images with other images on the fly, to super easily and efficiently create character variations (like changes in weapons and armor etc.) at runtime in your game.

    Of course, to do this, you need a plug-in for your game authoring system of choice (mine being Construct 2!) to allow for the actual replay of Spriter animation files.

    One such plug-in is being worked on For C2! Edgar will post about that shortly!

    One last note. Spriter is still very early in its development so its useability will be getting drastically improved over the next several weeks. If theres a feature you really want to see implimented or changed, please let us know in our forums at http://www.brashmonkey.com/forum

    Cheers,

    Mike at BrashMonkey

  • The http://www.brashmonkey.com website has a contact us section with our email adresses. Theres also the official Spriter forums which you can also find there. There's also the Kickstarter page for Spriter, the facebook page for Spriter and private messages in this forum if for some reason the others don't come to mind.

    Yes, Spriter is still early in development.. Over the next 4 or so weeks you should really see a lot of the missing features appearing.

    Please post any specific feature requests or bug reports in the Spriter forum.

  • Just in case you missed the post by Renita. Here's the latest gameplay footage for a game I'm helping her create using Construct2! PS, Construct 2 also features prominently in the Kickstarter campaign!

    Subscribe to Construct videos now

    just 5 dollars reserves a copy of the game and 55 dollars or more gets you the entire Conscruct2 project file of the entire game once its finished, which you could use to make your own platformer game.

  • No, this is totally unrelated to Spriter.

    I use rectangle (mask) sprites to control the player controlled platformer objects, but I dont want have to resort to using two sprites for every single enemy in a level.

    I'm satisfied that the image points will b e fixed and will use tricks to get around the collision shape limitations as well.

  • Thanks for the clear explaination, Ashley. That does sound like a worthwhile optimization for most games with lots of sprites checking for collisions. being able to place image points outside the bounding box was the most important to me.

    Please though, if there's no good reason, it would be hugely helpful to be able to put even the origin outside the bounding box..there are several animations in my current game project which require this.

  • Great looking game! Awesome job.

  • Thanks shinkan. Its great to hear that its a known bug. I was quite worried that was an intended change, which would have been a horrible idea.

  • Says who, and for what reason? its just x,y coordinates, not pixels. There is NO reason it could ever be considered invalid.

  • thanks Ashley! I'll email them tonight!

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  • Either make the whole game run at a very low res-in a small window size and use point sampling, or use an art program to upscale the images to bigger sizes without filtering. you want "nearest neighbor scaling" or I think in Photoshop scaling while in indexed color mode uses this method...

    If the whole game is designed to be low-res, I suggest you go the first rout I mentioned..its much more authentic and wastes way less resources.

  • sadly I stand corrected..no idea why, but once I used the web object to make the game run in full screen mode the frame-rate is now drastically worse than in any browser!

    It was running fantastic in actual resolution..simply scaling the game window to fill the screen should have definately not had such a devistating impact on frame-rate.. It got so bad my platformer character fell through the floor repeatedly while doing his stomp move. (moving vertically at high speeds). This never happens in a browser.

    any ideas :(

  • Again, I dont think you are understanding what I'm talking about.

    So, you don't mind giant wasteful areas of blank space around each frame of each animation, hogging precious load-time and resources..hurting your frame rate etc?

    Ideally Construct2 would have a project-wide "crop aLL frame images to remove unused space" option that users could use once when the game was finished in order to optimize WITHOUT ruining any image point locations OR collision shapes.

    It is rediculuosly simple math to keep the correct position for image points and for collision shapes while cropping. That is no excuse.

  • I think we're talking about two differnt things. You do want to crop all your sprite frames when you're done to save texture space, memory, file-space, load-time etc right?

    If so, you dont want this to RUIN half of your image points and collision shapes and ruin your game, right?

    Is it me, or does cropping currently ruin the shape of collision polys and image points if they are outside the "safe area" where theres actually image.

  • Great. thanks. Construct 2 just keeps getting more and more...(darn..I was gonna say awesome....) Fantastic!

  • Hi everyone,

    Sorry to be a drama queen. I love Construct2 beyone belief and think most of it is designed flawlessly.

    It's just killing me that it seems I have to leave images with massive padding around them if I want image points or collision poly shapes to be outside the actual used pixel area of a Sprite image.

    Am I missing something? To me, this is an insanely arbrirtay and horribly wastefull issue in an otherwise brilliant tool.

    Please tell me I'm just doing something wrong. :(

    Thanks,

    Mike