Home News Features Games Authoring Community Forums About Contact
   

May 22, 2013, 03:28:27 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
 
   Home   Help Search Login Register  
Pages: [1]
  Print  
Author Topic: Spriter  (Read 2779 times)
Trumgottist
Maker of SLUDGE
Longtime Member
*****
Offline Offline

Gender: Male
Posts: 1162



WWW
« on: April 20, 2012, 01:01:37 PM »

I just heard about this new 2d animation tool, Spriter. So far, I've only watched the Kickstarter video (its Kickstart has seven days to go, but it's well past its goal), but I'm interested. Has any of you heard about it? Thoughts?
« Last Edit: April 20, 2012, 01:17:03 PM by Trumgottist » Logged

"Programming is the computer game that makes all others possible." - Ron Newcomb
Erwin_Br
Administrator
Longtime Member
*****
Offline Offline

Gender: Male
Posts: 1667



WWW
« Reply #1 on: April 20, 2012, 02:11:38 PM »

Looks great, but it becomes truly interesting when you're working with a game engine that supports it. Otherwise, Toonboom or Anime Studio or even Flash will do just fine, I think.
Logged

"You know you've achieved perfection in design, not when you have nothing more to add, but when you have nothing more to take away." --A. de Saint-Exupery
Trumgottist
Maker of SLUDGE
Longtime Member
*****
Offline Offline

Gender: Male
Posts: 1162



WWW
« Reply #2 on: April 20, 2012, 02:36:30 PM »

Looks great, but it becomes truly interesting when you're working with a game engine that supports it.
That was what I was thinking, yes.
Logged

"Programming is the computer game that makes all others possible." - Ron Newcomb
Trumgottist
Maker of SLUDGE
Longtime Member
*****
Offline Offline

Gender: Male
Posts: 1162



WWW
« Reply #3 on: April 25, 2012, 03:34:06 PM »

Well, I've backed the Kickstarter (with 68 hours to go, they've got double their goal) and intend to play around with it. It would be fun to add Spriter support to SLUDGE, but I'm not making any promises. (Doing that would require learning how the new graphics code in SLUDGE works, something which goes above my head since Tobias made it faster and compatible with OpenGL ES, so I'd pretty much given up on doing anything else with it, but this might give me reason enough to jump back in and figure it out.) It would make for a much more powerful and flexible animation system.
Logged

"Programming is the computer game that makes all others possible." - Ron Newcomb
Erwin_Br
Administrator
Longtime Member
*****
Offline Offline

Gender: Male
Posts: 1667



WWW
« Reply #4 on: April 25, 2012, 04:47:04 PM »

Cool! Hopefully they'll also make a Mac version.

Also nice they've already announced on a Unity plugin. And MMF2! (Didn't think MMF was still popular, btw! Brings back memories!)
Logged

"You know you've achieved perfection in design, not when you have nothing more to add, but when you have nothing more to take away." --A. de Saint-Exupery
Trumgottist
Maker of SLUDGE
Longtime Member
*****
Offline Offline

Gender: Male
Posts: 1162



WWW
« Reply #5 on: April 25, 2012, 05:02:59 PM »

Cool! Hopefully they'll also make a Mac version.

That has been promised.
Logged

"Programming is the computer game that makes all others possible." - Ron Newcomb
ad7venture
Longtime Member
*****
Offline Offline

Gender: Male
Posts: 3130



WWW
« Reply #6 on: May 03, 2012, 05:36:10 AM »

This looks really promising.  Would be really cool if Sludge incorporated it.  I think I might be interested in trying a project if it was incorporated.  Otherwise, I'll have to follow this project to see where it goes.  I love that art style.  I think one problem for it might be that it works a lot better from a side perspective, which adventures don't use as much.  It would be kind of interesting to do an adventure just from a side perspective using that technique of animation.   
« Last Edit: May 03, 2012, 05:40:43 AM by ad7venture » Logged
Erwin_Br
Administrator
Longtime Member
*****
Offline Offline

Gender: Male
Posts: 1667



WWW
« Reply #7 on: May 03, 2012, 05:47:53 AM »

I think one problem for it might be that it works a lot better from a side perspective, which adventures don't use as much.  It would be kind of interesting to do an adventure just from a side perspective using that technique of animation.   

Yes, the position in which the character faces us in a quarter position is diffcult to animate. In *any* animation tool, by the way. I never use the "modular" approach (using seperate body parts) in this view, because it just doesn't work as well as a side view.

Logged

"You know you've achieved perfection in design, not when you have nothing more to add, but when you have nothing more to take away." --A. de Saint-Exupery
Trumgottist
Maker of SLUDGE
Longtime Member
*****
Offline Offline

Gender: Male
Posts: 1162



WWW
« Reply #8 on: May 03, 2012, 12:41:51 PM »

I think one problem for it might be that it works a lot better from a side perspective, which adventures don't use as much.  It would be kind of interesting to do an adventure just from a side perspective using that technique of animation.   

Two words: Walk cycles.

Yes, the position in which the character faces us in a quarter position is diffcult to animate. In *any* animation tool, by the way. I never use the "modular" approach (using seperate body parts) in this view, because it just doesn't work as well as a side view.

Yes, but I think Spriter can be useful even for animations constructed completely of the kind of sprites already supported in SLUDGE. The most immediate use I see for it is to set up the timing between frames. That's something I've been thinking vaguely about adding to the sprite bank editor, to get rid of the animation setup in the script, and thus the "try something - compile - see how it looks - change it - compile…" cycle.

I also see other uses of the tool, even for a project that's built with traditional animation. Like allowing a character to put on a hat. Or how plenty of bytes can be saved by animating the upper body separately for talk animations. That kind of stuff.
Logged

"Programming is the computer game that makes all others possible." - Ron Newcomb
Erwin_Br
Administrator
Longtime Member
*****
Offline Offline

Gender: Male
Posts: 1667



WWW
« Reply #9 on: May 03, 2012, 02:26:26 PM »

Oh yes, definitely! There are so many possibilities. In Bad Timing I've been trying to have my characters perform several kinds of gestures during talk sequences. It works, but it's not very fluid. Even old games from the early 90's did it better. I remember Sam and Max used this very much. Sam casually putting his hands in his pockets while talking or even walking.

A system such as Spriter will be much more efficient and make things much easier. If Sludge supports it, I would buy a license.
Logged

"You know you've achieved perfection in design, not when you have nothing more to add, but when you have nothing more to take away." --A. de Saint-Exupery
Trumgottist
Maker of SLUDGE
Longtime Member
*****
Offline Offline

Gender: Male
Posts: 1162



WWW
« Reply #10 on: May 03, 2012, 05:58:29 PM »

I will look into that properly, but I don't have the time right now. (This weekend, I'll be busy playing tuba in a brass band, and won't get back home until sunday evening.)
Logged

"Programming is the computer game that makes all others possible." - Ron Newcomb
Trumgottist
Maker of SLUDGE
Longtime Member
*****
Offline Offline

Gender: Male
Posts: 1162



WWW
« Reply #11 on: August 19, 2012, 05:59:03 PM »

I'm now back to SLUDGE development (which the log reveal has been dormant for seven months*), and my current project is to add support for Spriter. (My next project will be to see if I can improve the sound handling. I have ideas, inspired by Deirdra Kiai's new game, but I don't know if they are possible to realise.) The format is more complicated than I initially thought, but I'm optimistic.

They recently released alpha 2 of the new Spriter, which is the first Mac version able to save, and also the first version to save in the new Spriter format.

The only thing I've done today though is add support for rotating sprites. This is a function required to make use of Spriter animations, but it could be useful elsewhere too. To test it, I simply set all sprites to rotate slowly (I haven't added a new rotation function yet - only put in the base functionality without any way to access it), and it produced some interesting effects. (And some almost sickness-inducing ones.)

--

* Please note that doesn't mean that SLUDGE was abandoned during this time. If a bug had been found, it would have been taken care of.
Logged

"Programming is the computer game that makes all others possible." - Ron Newcomb
BigMc
SLUDGE Linux/GTK+ Maintainer
Sr. Member
****
Offline Offline

Posts: 266



« Reply #12 on: August 20, 2012, 04:00:48 PM »

The function has only the angle as parameter. Isn't it necessary to also specify around which point to rotate?
Logged
Trumgottist
Maker of SLUDGE
Longtime Member
*****
Offline Offline

Gender: Male
Posts: 1162



WWW
« Reply #13 on: August 20, 2012, 04:22:55 PM »

It rotates around the hotspot.
Logged

"Programming is the computer game that makes all others possible." - Ron Newcomb
Trumgottist
Maker of SLUDGE
Longtime Member
*****
Offline Offline

Gender: Male
Posts: 1162



WWW
« Reply #14 on: August 20, 2012, 04:26:29 PM »

I've now written a huge post on Spriter in the SLUDGE forum. I suggest that any SLUDGE specific Spriter discussion continues there.

Feel free to discuss Spriter in general in this thread.
Logged

"Programming is the computer game that makes all others possible." - Ron Newcomb
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.8 | SMF © 2006-2008, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
 
Unauthorised reproduction of anything on this website is not allowed without our written consent.
Materials on this site are the property of their respective owners. Copyright © Adventure Developers. All rights reserved.