lucid's Recent Forum Activity

  • <img src="http://dl.dropbox.com/u/1013446/spriterspam/Capture.JPG" border="0" />

    stuck here, I have no idea how one could get up to the door.

    as far as criticism. I always go for honest, so don't think I'm trying to be mean. I think for this to work, the levels must be very well designed. the first level I barely need the gameplay mechanic at all, but theres walls everywhere that let me do it. instead of feeling like i was solving a puzzle, i felt like I had no_clip on and i could just cheat for the fun of wandering through the walls.

    also having "press r to retry" pop up, or just restarting me automatically when I fall off the world would be good.

    I don't know too much about level design, but it's really missing that. like in braid, it wasn't just the fact you could rewind time. it was intricate puzzles that needed to be done just right where when you did finish, you were pleased with yourself and the level designer. same for many world of goo levels, and echochrome for ps3.

    right now this game is just twitch type gameplay where I see if I can jump and press the boundary switch fast enough to jump into the ceiling if i fall where I didn't want to. it just feels kinda glitchy

    hope I wasn't too harsh. good that you plan to stick with it though, sorry i can't help on the level design front. don't know how they do it, just know a good one when I play it

  • This looks great... I just bought the pro version. I'm looking forward to this one!

    Okay lucid, you do have me convinced! I just bought Spriter Pro. Can't wait for the updated version and the Construct plugins of course!

    Sounds promising.

    Secured myself a Pro copy and looking forward to the C2 integration!

    thank you for your purchases!

    It's shaping very nicely lucid. I'm really impressed with the transformation to the new interface. Remeber long time ago, when i was playing with it first time, and must say that I found Spriter very hard do use that day. Didn't got much time to learn so i gave up on it.

    But looking at it now I definitely want to spend more time using it.

    thank you. it will probably change alot between now and the release, as I have already recieved many suggestions in chat, and will be posting and asking opinions as well.

    You did amazing job! About adding new features, I would love to see one in it, something that could help both beginners and pro - procedural walk cycle animation generator, with fully customizable parameters.

    Adding that will make Spriter perfect, no.. ultimate tool for sprite animators! :)

    I'm talking distant future here. I want it to be perfect for what it does now before I even start on things like this. But I have a bit of experience and code i can reuse dealing with procedural animation. and I would eventually like to add many procedural animation features. Don't let this affect your purchase decision though, as I said distant future, if and when Spriter has established itself, and I can work on it fulltime.

    two questions:

    - can you tell at this stage of development what differences will be between lite and pro versions?

    - what features will be available in cooperation with C2

    as of now:

    Main Features

    ? Scale and rotate any image in a frame.

    ? Alpha support as well as add and subtract modes per image per frame.

    ? Trigger and preview up to 4 separate sound samples with volume control per frame.

    ? Easily design ?character maps? for visual variations of characters using extremely little extra data.

    ? Full Undo and Redo

    ? Create ?Characters? which are sets of animations AND variables, with default values which can be triggered to change at any animation frame (Pro version only).

    ? Place unlimited, named ?action points? per frame (Pro version only).

    ? Place unlimited, named, AND valued collision rectangles per frame (Pro version only).

    I'm curious cause it's going to be in a form of a plugin, right?

    It's gonna be like an object on the layout with external editor? or more like option in the Image editor?

    the editor is a separate exe. the format it saves to will have soon have plugins for Multimedia Fusion 2, and Torque, and of course construct. Other future plug-ins planned or in early development for Unity 3D, Dark Basic, Game Maker.

    C2, you say?

    I'm sold!

    Any chance of portable install in the future?

    we are going to look into the feasibility of an HTML5 version in the future, based off of what we learn as we make this one.

    Gotta say the new UI (well, what you can see anyway =P ) looks slick, and way more user friendly.

    I've given the Lite version a go and I have some thoughts/suggestions.

    One feature that this tool will need is onion skinning. Especially if you want it to be competitive when compared to other software.

    After trying it out, the way the program currently handles Z ordering is clunky. In fact, if you do not check the pdf's or the shortcuts option in help, you will likely not even know it's there. I'd suggest adding a tree view of the Z order, and buttons in the ui for moving the selected item(s) one step back/forward, and for moving to the back/front completely.

    I can't comment on action points/collision rectangles since they're not available in the Lite version. Though those (especially collision rectangles) are the features that I'm really interested in.

    Hope you can make this product the best it can be.

    Edit: Motion tweeing is probably good to add as an option too.

    onion skinning is planned. and while I don't have a time estimate, I will confirm now that motion tweening is definitely a planned feature, not just something we're considering. zordering will most likely have ui buttons as you say as well as shortcut keys. While there will definitely be a way of viewing the sprites in a treelist by the time the full version is out, I would like to try for a tree as you said, but with dragndroppable entries, preferably so as you're hovering or dragging - the part it refers to glows on the character so you can easily discern which you're changing

  • When will it be fully available?

    The goal is to have a beta version with all features available before December.

  • so, as promised, but a few days late, spriter updated vid

    and spriter updated version:

    [tube]http://www.youtube.com/watch?v=RaWAGny8twY[/tube]

    Subscribe to Construct videos now

    all current pro users get to alpha test until beta release. so if you buy today, you get the latest versions until beta release.

    in other news, I've quit my dayjob, and I'll be working fulltime for the next half a year or so on mostly spriter, and projects using spriter, so development should be picking up quite a bit.

    please ask questions and make suggestions

    for current users, just return the workflowy for the link to the latestalpha

    aside from bugfixes and some optimizations. the main new addition since last week is the adjustable pivotpoints. press h to change the pivotpoint of an image. this will apply to all instances of this image. you can also do this to multiselections as well, so you can adjust the axis of rotation for a group of selected images as well

    <font size="1">Hello Construct community,

         I have recently joined forces with Brashmonkey, to develop the plugin for Construct Classic that will allow you to load Spriter files into your games. (Spriter homepage) Development is nearly complete, and you can expect to move your huge and insanely detailed multisprite creations just as easily as you would a standard construct sprite.   

         

         I've taken over as lead developer of Spriter, leaving Holymonkey free to make example files, tutorial videos, and entire game art packs in Spriter format which will allow indie game developers to jump right into making games. And thanks to the flexibility of the format, artists can easily replace images and alter animations to make entirely new creations.

          But there is also much bigger news. Spriter will be coming to C2 next for use in your HTML5 games, so you can create high quality 2d games that run on any platform with a modern browser.

         And the biggest news we have is that Spriter is being completely redesigned from the ground up to make it as intuitive and fun to use as possible. Quite simply, we want it to be the ultimate tool for creating multisprite animation for real time games. Development is just beginning, here's what we've got so far:

    [outdatedvid]http://www.youtube.com/watch?v=iCeF1i-gbFc[/outdatedvid]

         We will be keeping you updated with the latest ui tweaks and new features, and taking your suggestions and criticisms from the very beginning. We are committed to making Spriter the industry standard format for multisprite animation. Tell us what you want or need to get you excited about using Spriter. Motion tweening? Docking UI elements? We're open to everything.

        </font>edited><editid>lucid</editid><editdate>2011-11-10 06:14:57</editdate></edited>

  • Your plugin is still coming for Classic? Spriter free/pro and your plugin can still be used with Classic? Also will your plugin be released on your initial time frame or is it going to be pushed back until the ground up rebuild is done?

    The current near finished plug will work for classic. All the functionality is there. What's left is icing on the cake. The cc plugin and the new rebuilt Spriter use a new file format, designed to be smaller, and more flexible so we can add new features easily without 3rd party plugins for other engines (such as unity) requiring immediate upgrades to continue working.   We have a 3rd party writing a file converter to convert current spriter files to the new format. This should be done within the next month, at which point the cc plugin will be released. The c2 plugin will come after the new editor is complete, at which point in can be released with whatever the full feature set of the cc plug is at that time.

  • so, as promised, but a few days late, spriter updated vid

    and spriter updated version:

    [tube]http://www.youtube.com/watch?v=RaWAGny8twY[/tube]

    Subscribe to Construct videos now

    all current pro users get to alpha test until beta release. so if you buy today, you get the latest versions until beta release.

    in other news, I've quit my dayjob, and I'll be working fulltime for the next half a year or so on mostly spriter, and projects using spriter, so development should be picking up quite a bit.

    please ask questions and make suggestions

    for current users, just return the workflowy for the link to the latest alpha

    aside from bugfixes and some optimizations. the main new addition since last week is the adjustable pivotpoints. press h to change the pivotpoint of an image. this will apply to all instances of this image. you can also do this to multiselections as well, so you can adjust the axis of rotation for a group of selected images as well

    <font size="1">Hello Construct community,

         I have recently joined forces with Brashmonkey, to develop the plugin for Construct Classic that will allow you to load Spriter files into your games. (Spriter homepage) Development is nearly complete, and you can expect to move your huge and insanely detailed multisprite creations just as easily as you would a standard construct sprite.   

         

         I've taken over as lead developer of Spriter, leaving Holymonkey free to make example files, tutorial videos, and entire game art packs in Spriter format which will allow indie game developers to jump right into making games. And thanks to the flexibility of the format, artists can easily replace images and alter animations to make entirely new creations.

          But there is also much bigger news. Spriter will be coming to C2 next for use in your HTML5 games, so you can create high quality 2d games that run on any platform with a modern browser.

         And the biggest news we have is that Spriter is being completely redesigned from the ground up to make it as intuitive and fun to use as possible. Quite simply, we want it to be the ultimate tool for creating multisprite animation for real time games. Development is just beginning, here's what we've got so far:

    [outdatedvid]http://www.youtube.com/watch?v=iCeF1i-gbFc[/outdatedvid]

         We will be keeping you updated with the latest ui tweaks and new features, and taking your suggestions and criticisms from the very beginning. We are committed to making Spriter the industry standard format for multisprite animation. Tell us what you want or need to get you excited about using Spriter. Motion tweening? Docking UI elements? We're open to everything.

        </font>edited><editid>lucid</editid><editdate>2011-11-10 06:13:45</editdate></edited>

  • what did i tell you clocky?       ~_^

  • Woot! kyat now weilds the nyanhammer!

  • Lately its been alot of eminem and incubus, oh and I drink at least 2 or 3 monster or rockstar energy juices.

    also if im more open to distraction that day, rewatching scott pilgrim vs the world, ppg's, or my little pony in a small window off to the right of my screen usually does the trick. Can only do it with things I've seen 18billions times

    Also, irc on 24/7 to break off to, and talk about what im working on is usually a nice procrastinatory gesture

  • from what I've read about number 4. definitely, you can hire someone who's job it is to help you get bigger correctly. Banks who claim to be able to help you make your small business grow may have additional info, I haven't gotten that far though.    I think alot of small companies that get big aren't just people who know everything about running a big business. also, you can control your growth, I've also read growing too big too quick was the main cause of failure back when the internet was just getting started. Also, number 4 is definitely not 'ha' and it's not a lofty goal. If you're incapable of creating a great game it's obviously impossible, but there's no reason why inherently it's unrealistic. most indie games really aren't that great. it isn't luck that makes games like terraria, and minecraft, and angry birds, and world of goo get big. they're just original and fun, and look great. You don't have to be crysis to look great, there are humbler ways to look good. and I have to stress that last part. I think good looks is one of the most important aspects to successful indie games. this is my own personal theory here. i think a good game with average or bad graphics will get almost nowhere, but a slightly less good game with very attractive, interesting "hey look at this screenshot" graphics has a good chance of getting somewhere. of course gameplay is important to get as big as you're hoping, but if you can't make good art, and you think you're game is a winner, hire an artist when you're game is further along.              

    I'm pretty tired so I'm not going to reread all of that, but as far as selling html5 I'm not sure about that. I believe the chrome store may do that, but I think there are a few other things to consider. 1 is there is an application i forgot what it's called that converts html5 games into native iphone and android....and maybe windows desktop? not sure about the last one.   also. eventually construct 2 will support more than just html5, if you're serious about making a business out of games, you probably won't be totally finished before c2 has begun on it's next exporter.

    anywho, good luck!!!

  • Joxer, forgot the name, but its posted in c2 forum somewhere, there's an application that let's you convert html5 to native android and iphone

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  • i think he means login and username probably,

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lucid

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