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HernanZh
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« Reply #1 on: March 30, 2012, 03:33:03 AM » |
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It looks like a clever and useful tool, though personally I don't like this type of animation.
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Elk
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« Reply #2 on: March 30, 2012, 03:41:08 AM » |
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25,000$ what for?
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For business inquiries send me a forum PM! No Revenue-Share stuff without proper contract.
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ANtY
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« Reply #3 on: March 30, 2012, 03:54:39 AM » |
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Would be cool if there'd be available for everyone and universal 2D animation tool.
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iffi
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« Reply #4 on: March 30, 2012, 05:48:23 AM » |
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You had me at "Muramasa."
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gecko
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« Reply #5 on: March 30, 2012, 06:06:21 AM » |
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WANT IT. NOW.
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Ego_Shiner
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« Reply #6 on: March 30, 2012, 06:23:59 AM » |
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this seems like it could be really neat, although it will probably end up resulting in a bunch more flash game ragdoll looking games than ones that look like muramasa or super robot wars. Still, nice.
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Lo
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Jad
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« Reply #7 on: March 30, 2012, 07:19:21 AM » |
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No worries, Red. I'd know exactly what to do with it : DDDD
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Xion
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« Reply #8 on: March 30, 2012, 02:01:06 PM » |
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this looks great, I've wanted a tool like this for so long.
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i wanna be the guy
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« Reply #9 on: March 30, 2012, 02:53:31 PM » |
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i might have to check this out at some point
looks REALLY nice
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Elk
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« Reply #10 on: March 30, 2012, 02:59:16 PM » |
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this seems like it could be really neat, although it will probably end up resulting in a bunch more flash game ragdoll looking games than ones that look like muramasa or super robot wars. Still, nice.
Agreed
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For business inquiries send me a forum PM! No Revenue-Share stuff without proper contract.
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ANtY
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« Reply #11 on: March 30, 2012, 04:34:40 PM » |
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I actually wrote a tool that does exactly this in about 2 weeks in XNA. Although their's looks a lot more professional. It looks cool but the most important thing to me is the export format. It needs to be able to be integrated easily into different game engines for it to be of any real use.
Did you write it to make animations for Lumberjack?
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Xion
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« Reply #12 on: March 30, 2012, 08:00:33 PM » |
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this seems like it could be really neat, although it will probably end up resulting in a bunch more flash game ragdoll looking games than ones that look like muramasa or super robot wars. Still, nice.
Agreed I don't mind this. If even just one very nice looking game results from it, it'll be fully worth it. Bad looking games will always abound, regardless of the tools used to make them look bad.
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Sam
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« Reply #13 on: March 31, 2012, 12:00:25 PM » |
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It looks cool but the most important thing to me is the export format. It needs to be able to be integrated easily into different game engines for it to be of any real use.
Absolutely. They seem to already have it set up to integrate nicely with Construct and indicate that they plan to do the same with Unity. Buried in the comments section, I see this: Spriter's format is very easy to work with, and we will be providing full documentation and free forum support to any developer who wants to incorporate Spriter animation into any engine. Which sounds promising. Here's hoping they know how to build a solid file format that will cope with the potential explosion of features
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Esti
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« Reply #14 on: March 31, 2012, 10:11:43 PM » |
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What are the differences with flash animation?, I mean, I never did it myself but I know there is a way to convert flash into sprites. I'm downloading the beta to try anyway www.brashmonkey.com/spriter/SpriterBeta.zipEdit:I rewatched the video and they talk about a "technique" wich allows us to have infinite potential frames without wasting vram, and also a lot of cool things like changing animations on the fly but I still don't get how they can achieve that.
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« Last Edit: March 31, 2012, 10:16:44 PM by Esti »
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Music Producer
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Xion
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« Reply #15 on: April 01, 2012, 02:59:12 AM » |
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That's, I think, the benefit over flash and primary point of the whole thing: you don't just export sprites, you export the data that lets you recreate the animation in-game, with a much smaller filesize, and alterable on the fly. It's not fully rendered frames, it's information for keyframes.
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trq
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« Reply #16 on: April 01, 2012, 04:16:00 AM » |
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When I tried it about year ago, it had really messy interface uncomfortable to work with. Hope newer builds have more clean workspace.
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Rob Lach
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« Reply #17 on: April 02, 2012, 12:57:34 PM » |
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Edit:I rewatched the video and they talk about a "technique" wich allows us to have infinite potential frames without wasting vram, and also a lot of cool things like changing animations on the fly but I still don't get how they can achieve that.
the movement between keyframes is calculated. the only thing going into your vram are your initial. That said, making things look good with only rotation, scale, and position available to you is difficult.
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trq
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« Reply #18 on: April 02, 2012, 01:23:48 PM » |
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I wonder if it really saves resources. Yeah, file size and VRAM ofc, but how about CPU calculation of lots of characters with a large number of body parts to be tweened? Still, good for big bosses etc.
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