procrastinator's Recent Forum Activity

  • Shoot me a PM with the sprites you want animated / cleaned up and we can discuss it further :)

  • Nice list! 2 more job sites not on your list..

    99designs.co.uk

    designcrowd.com

  • Love the progress you made man. Looks awesome! I'll say no more... ;p

  • endlessRunner.capx (r114)

    You want to spawn the next sprite right after the last one (ie. lastsprite.x + lastsprite.width if the origin is on the left side). Spawning at a fixed x position will always leave gaps.

    Ah good to know!

    In my slots game, I do have it creating the new segment relative to the very top segment. Maybe it wasn't MoveTo that fixed it for me afterall. I had to create it relative because I wanted to be able to position the reels anywhere at edit time without having to edit the fixed position every time.

  • Yep, post the kind of stuff you're after. Backgrounds? Ships? Bosses? Tiles? Without knowing what kind of game you're doing, it's hard to know exactly what you want.

  • Have you tried the IMG tags?

    [ IMG ]https://dl.dropbox.com/u/21151675/awesome.png[ /IMG ]

    *remove spaces before and after [ ]

  • , when I tried out Spriter for the first time sometime last year, I had an animation going within 10 minutes (including importing assets etc). With Spine, it took more than 10 minutes just to figure out the way it worked, and still got nowhere. I lost interest. I'm not one to read / watch tutorials until I get into the software more.

    Intuitiveness is more important to me than a huge feature list, as nice as that is. So congrats to you both on that front. Looking forward to the next builds of Spriter!

  • No probs. Glad it helped!

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  • Use containers? That way, when you pick an enemy, it'll pick the healthbar associated with it too.

  • There are many ways to create sprites. Many different software packages to use too. From Paint, to Flash, to Photoshop, to 3D packages.

    If you have a tablet, then the best way for you would be to get used to Photoshop. You'll spend a lot of time cleaning up scans in Photoshop anyway. Plus, you'll have to create transparency so that could take a bit of time to get right by using a scan.

    Either way, you'll end up doing a lot of work in Photoshop. For bigger sprites like Street Fighter Alpha and the like, sure it's worth the time, but for smaller sprites (16x16 - 128x128 for example), you're better off just learning to draw in Photoshop from the start.

    You'll have automatic transparency if you create your sprites on their own layers.

    Of course, you could just do the line art, scan it, and colour it in Photoshop and scale down. Search google for scanning and cleaning up line art.

    Once you have your sprite, you can break up the body parts and use something like Spriter to create animations with the body parts. Although, it's best to create the body parts individually from the start (arms on their own layers, legs too, etc).

    Hope that helps you get a better idea.

  • wretchedshark , ah right. I wasn't too fussed with Arcade so didn't know. Good to know anyway cheers!

    Well, it seems the MoveTo plugin doesn't fix gaps with faster moving tiles anyway. As mentioned above, the movement speed has to be 1 pixel less than the width of the tile if using dt. It covers that annoying 1 pixel gap for the most part.

  • Ah right. Yeah you're correct, it's mostly tugging away at handles to create a shape.

    Although, you can create sketchy style stuff easily but not sure if it's what you're after.

    Open Plasma

    Press H (hotkey for Freehand draw mode)

    In the Mesh tool palette click on the icon that's like a backwards S (next to the cube icon - this sets the stroke to open stroke mode)

    And if drawing with a tablet, enable pressure width (top part of the main tool palette - where you set the stroke width - icon looks like a pen on a tablet)

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