BrashMonkey Spriter

875 posts

BrashMonkey Spriter

BrashMonkey Spriter

@Spriter2D

The official Twitter account for BrashMonkey Spriter - The Ultimate 2D Game Animation Solution.

The Internet Katılım Ağustos 2012
556 Takip Edilen2.5K Takipçiler
🧬 Dapper Dog Digital
🧬 Dapper Dog Digital@DapperDogDigi·
@Spriter2D When do you think you release an update so that Spriter works with the newest SDK version of Construct 3? I saw a comment you were working on it almost a year ago.
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BrashMonkey Spriter
BrashMonkey Spriter@Spriter2D·
@DapperDogDigi Sometime in the next 2 weeks. It's working start to finish in our own test game (though the community might still find additional bugs). Just need to clean up some test-specific scaffolding.
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BrashMonkey Spriter
BrashMonkey Spriter@Spriter2D·
We were hoping to release this for you in time for the holidays, but here is a teaser of some of the stuff in the January build. Merry Christmas and Happy Holidays, everyone!
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BrashMonkey Spriter
BrashMonkey Spriter@Spriter2D·
Sorry we missed the usual scheduled updates, I had a chain of personal and family emergencies pop up which are luckily settling down so I should be able to get back to a regular update schedule soon.
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BrashMonkey Spriter
BrashMonkey Spriter@Spriter2D·
Hello everyone! We've just released our latest build. This update completes the UI overhaul detailed in our previous announcement, with further refinements to window docking and general usability. We've also implemented significant backend improvements that will enable faster development moving forward, and these backend improvements also include the foundation for the new EntityPort animation system we'll be introducing in upcoming releases. In the meantime, some features are temporarily disabled and you may encounter bugs in this release. We're returning to our bi-weekly release schedule, with the next build planned for January 11th (taking a brief pause for the holiday week). Happy holidays everyone!
BrashMonkey Spriter tweet media
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BrashMonkey Spriter
BrashMonkey Spriter@Spriter2D·
Hello everyone. Apologies for the extended silence. We're releasing our next update build on December 20th. The most visible change is the UI overhaul. As many of you have requested, we have moved from the previous minimalist UI with most features hidden in right-click menus, to a more standard UI where all available tools and functions are now always visible on screen. There's now hover hints for all icons, with an optional window for more detailed tooltips coming in a future update. Our focus moving forward is on making functionality immediately discoverable through the UI, but we will also be releasing documentation and tutorials when things are complete. We've also implemented a tighter window docking system. Under the hood, we've completed major refactoring and implemented new debugging tools that are already significantly speeding up bug fixing. We also laid groundwork necessary for a much improved animation paradigm (more on this below), but it also means some features will be temporarily disabled in this release: multi-bone mesh attachments, mesh deformers (except contour mesh), manual vertex editing, and sprite switching. The Z-Order window may also be absent. Expect some bugs, especially with Undo/Redo system. In the bottom left of the screenshot, you'll notice the EntityPorts window. While it will be disabled in this build, it represents the improved animation system that combines and expands upon features from the previous builds, the original Spriter Pro, and some previously teased capabilities. This system will enable you to swap not just individual sprites, but entire hierarchies of parts. It will also enable some powerful procedural animation features - we'll detail this system more in a future update. The C# runtime and Unity plugins that work with the new framework are progressing well, and we expect to share a a more substantial update or a pre-release version of those within a few weeks after the upcoming build. Following the December 20th release, we're returning to bi-weekly builds. These will focus on bug fixes, reintegrating disabled features, and quality of life features, but the primary task left is polishing the interface for the EntityPort framework and completing the documentation for it. Thanks again for your continued patience.
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BrashMonkey Spriter
BrashMonkey Spriter@Spriter2D·
@Ceiteus hello. Apologies for the delayed reply. If you also sent an email about this matter, we just replied. If that was not you, please send an email about your problem to support@brashmonkey.com
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Ceiteus
Ceiteus@Ceiteus·
@Spriter2D I can't register at your site, I wanted to get Spriter Pro but every time I try to sign up I get "You did not pass the security check. Please try again." It gives no information as to what is wrong. I've tried it in Edge, Chrome, and Firefox with the same results.
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BrashMonkey Spriter
BrashMonkey Spriter@Spriter2D·
@NocsStudio See if changing it to "pixel art mode" helps. It will be in the "modes" menu in the top menubar
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BrashMonkey Spriter
BrashMonkey Spriter@Spriter2D·
Thanks for your patience everyone. Our upcoming builds will have some major new feature changes and enhancements, and some long requested changes to workflow. These changes are taking a bit longer than we'd hoped, but we are still working hard on the next build. We don't have an ETA just yet, but after the next build is released we expect to return to releasing builds roughly every two to three weeks
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