Mike at BrashMonkey's Forum Posts

  • Hi everyone,

    I've tried searching, but can't find an example of how to create the rubber band sling-shot type of controls to launch a projectile like in angry birds.

    Can someone point me in the right direction? I know I should be looking at physics examples, but can someone point me to the right physics example?

    thanks

  • Hi Construct2 people.

    I've purchased Construct2 and LOVE IT! Asside form the super easy and intuitive "eventing", I really love the WYSIWYG frame editors, ESPECIALLY the feature (Which I had requested in Construct Classic.)wher you can check "parallax in editor" so that each lkayer parallaxes in the editor at the same rate it will in the game...removing the guess work and trial and error from level design!

    But PLEASE make the same true for ZOOMING. Can you make it so zooming in and out in the frame editor will reflect the "scale rate" as well as the Parallax? Then it will truely perfectly match the game itself and allow for us visually minded people to reaqlly get the most out of the frame editor with the least fuss and no time wasted.

    Thanks

  • I just got mine!

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  • I'm in the same boat.. purchased a few hours ago, but no emails...hopefully they will arrive soon.

  • Hi declan_gage

    The animations are just demo animations.. users can create whatever animations they want with spriter...explosions, dogs, spacehips, hippos, whatever they imagine, moving however they imagine.

    It would be very easy to use this breathing animation as a base, clone it and create several variations within Spriter, for several digrees of fatigue or damage.

    Also, the Spriter plug in allows for complete control of the rate of playback for any animation, so you could easily make a run animation actually play faster or slower depending on the actual movement speed of the character.

    This is just the beginning. :)

    Fantastic work Lucid!

  • Hi valdarko.. Spriter's Charmaps feature is for doing what you say...for using the same animation data, but pointing images from one folder to images in a diferent folder to swap out the appearance of a character, weapons, armor, etc. You can also hide stuff too..

    For instance you could animate a character with a cape, but use a charmap to hide the cape at first...until the player earns the cape in game...then you simply un-hide the images from the cape folder.

    You can see a video explaining how char maps work in the current Spriter here:

    Subscribe to Construct videos now

    But yeah, as Lucid was saying...eventually you'll be able to replace a "limb" with an actual construct spriter for ultimate coltrol.

  • pixeljoint.com

    and

    wayofthepixel.net/pixelation/index.php

    by far the two best places to learn about pixel ary and to recruit the best pixel artists.

  • To reiterate and make even more incredible the potential for file and v-ram savings here's some other things to consider:

    1)Using Char-maps (a built in feature of Spriter) you can swtich out the body part images of a fully animated character to not only make diferent variations of the same character (diferent armor, weapons etc) BUT you can also use it to create entirely diferent characters.

    2) This doesnt just allow for massive savings of V-ram and file space, it also allows for MASSIVE savings of TIME. An artist can create or change fully animated characters many magnitudes faster than drawing each frame by hand...and imagine if you want to change the design of a characters head...instead of editing it in hundreds of frames by hand, you simple change the 1 (or very few) head images that Spriter uses in all the frames.

    3) Lastly, in combination with the art packs I (and other artists) will be making, It will finally allow for non-artist indie game makers to very easily customize professionally animated 2d game art for use in their own game...or, if you are paying an artist to customize your character, you might now be paying for hours of work instead of months!

  • Hi Jim15,

    I'll let Lucid answer in more technical details, but:

    The whole point of Spriter is to not only let artists make highly optimized animations as quickly and easily as possible, to but to also allow artists and game designers to have very natural, visual ways to control other aspects of game play... This is why it allows for the placement of multiple "action points", collision rectangles, sound effects, and variable changes at any given frame of an animation.

    It is meant to be the dream tool(one of them...I'm planning on a level editor as well) for 2d game makers.

    Short answer to game engine implimentation, YES, with Lucid's Spriter plug-in for Construct (and eventually Construct 2) ALL variable changes, action points, sounds, and collision rectangles AND Character maps will be super easy to detect and manipulate within Construct!

    Similar plug-ins to FULLY Support Spriter files are being worked on (but are not as far along) for Unity3d, Torque 2d and at least one other game authoring system at this time.

    Thanks again for your support to all of you who have already purchased the current version of Spriter :)

    Please help spread the word, because the more sucessful Spriter becomes, the more agressively we can evolve it AND begin work on the Level Editor. (Similar dreamy goodness as Spriter, but for designing levels...and with complete Spriter support as well of course ;) )

  • Any program you're confortable using, so long as it exports PNGs you're all set. :)

    For those who missed it, the current version of Spriter can be found here:

    http://www.brashmonkey.com

  • Yes, You'll get v1.x for free. Thanks for supporting our efforts.

    I'm not sure how much the art packs will be...it depends on how long they take to make, and how robust they end up...I'll almost certiantly release free, less robust ones to Spriter owners to help get them started.

    The art packs are still at least a couple months away though.

    As soon as the new Spriter is tested and proven stable enough for daily use (which I'm sure won't take long knowing Lucid), I'm going to try and comission other pro artists to create art packs as well.. And of course, ANY artist is welcome to create art packs themselves to sell or give away freely without any obligations to us. If an artists makes a really high quality art pack, we'd be happy to help market it through what will become our official web-sites and marketting system. (whatever that becomes)

  • Don't forget, not only will Spriter make the process of creating animations and character variations drastically faster, but it will also drastically optimize the amount of file space, memory usage, etc. (That is once the nearly finished Construct Classic Spriter plug-in is finished)

    Now that Lucid has taken over the programming aspect of Spriter, I'll be creating entire 2d game art packs (fuly animated). These will be Spriter files along with all the images required for the animations.   This will alow for super easy customizations of professionally animated game assets.

    I'll also create new (starting from scratch)tutorials as soon as the new Spriter is up and running enough to do so.

  • Then there's the plug-ins that will be made in the future like the one for "Spriter" which will add a lot of extra functionality to CC and will make it much easier for multiple people to work on one project at once.

    I hope to some day make a really nice tile-map level editor too..which will hopefully get a CC plug-in

  • Yup...But I wanted to do things "right" so I made Spriter so that I could make lots more animations and actually have a drastically smaller file space and memory requirements.

    The game is a very long term project/labor of love.

  • that would be a similar effect yes.. Spriter just allows for a robust interface and exact per frame control, as well as visually placing collision rectangles, action points, sounds, and variable changes per frame.