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About This Software

Spriter makes it easy for anyone, regardless of experience, to create 2D game animations using a technique called Modular Animation.

Unlike traditional animation which requires each frame to be hand-drawn, Spriter animations are made of individual sprite pieces; these pieces can be rotated, transformed, and tweened along an animation timeline. This allows you to quickly create great looking animations in a fraction of the time while requiring significantly less art.

Spriter also takes advantage of skeletal animation. Create a skeleton using the bone tool, attach images to each bone, and finally animate the bones with Spriter's vast array of user-friendly animation tools. The result: a fully animated sprite using your own graphics.

Spriter is great for animating characters, user interfaces, power-ups, combat animations and more! Even if you've never animated before, Spriter provides you with an easy to understand, yet powerful toolset allowing you to jump right in!

Spriter Pro includes the Essentials versions of all of our Animated Art Packs, free to use in any of your game projects. Once you install Spriter Pro It they will be located in the following location:
/SteamApps/common/Spriter/Art Packs/Essentials

Key Features:


  • Using keyframes you can quickly lay out major frame changes. Frames in-between the keyframes are then automatically created. You can then edit individual frames as desired to make your animations really shine.
  • Animations can be exported as spritesheets, animated GIF files, sequential images and more.
  • Reuse your previous animations by incorporating them in new ones. Create perfect, smooth transitions and varieties that save time by working with animations you've already created.
  • Adjust animation easing with several curve settings to help make your animations more lifelike.
  • Create pixel perfect retro style animations with Pixel Art Mode.
  • Spawn bullets, particle effects, or anything that requires precise locations and angles.
  • Set up guide lines and load in background images to work on top of.
  • Seperate characters into important collision areas.
  • Inverse Kinematics.
  • Change a bone's parent, add or remove bones, or even change sprite pieces mid-animation.
  • Import sound effects and even use lip-syncing with built-in Papagayo support.

Use Animation Data Directly In Your Game:


  • Animations are recreated in real-time using the sprite piece images just like in Spriter.
  • Animations are much smoother and require drastically less memory as compared to sprite-sheets.
  • Manipulate animations via game events.
  • Reuse your animation data for completely new characters or character customizations. Perfect for characters who gain new clothing, equipment etc.

    Spriter animations can be imported with full feature support in Unity and Construct 2. There are also free, open source, fully featured reference implementations for using Spriter files in C#, C++, JavaScript, and MonoGame. Spriter support on many more programming languages, frameworks, and game authoring tools coming soon!
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Title: Spriter Pro
Genre: Animation & Modeling, Design & Illustration, Utilities
Developer:
BrashMonkey
Publisher:
BrashMonkey
Release Date: 14 Nov, 2014


Minimum:

  • OS: Microsoft® Windows® Vista / 7 / 8 / 10
  • Processor: Intel® Pentium® 4 2.0 GHz equivalent or faster processor
  • Storage: 150 MB available space
  • Additional Notes: RAM usage requirements scale depending on the amount of graphics used.

English



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This product is excellent. Easy to pick up and use with quick results. My only complaint would be that the documentation is not well organized. I had to do several Google searches for information that I would have expected to be very common needs (such as how to export an exact sprite size for each cell of a spritesheet).

Other than that, I'm loving it. If you do 2D animation, there is nothing else comparable. Buy it!. I am a Kickstarter participant. I had access to every version of Spriter since its very beginning, and I was a member of the community, following Spriter's development since day one.

This is one of the most impressive animation tools I've ever used, and I've used a lot of them. It keeps getting better. It never lets me down. The only down side is that the API is community-driven and unstable... or at least it used to be. It seems to be getting pretty good as time goes by. There is great support for Construct, Game Maker, and C#/Unity, but I haven't had much luck with the Flash API, which seems to lack much community interest at this point.

I will provide more details soon. For now, just know that Spriter is great to work with.. I just do not like this.. Do not buy this software unless it goes below 15USD.

The controls are quite quirky and the mouse bugs more often than I get to place my sprites unto the canvas. Sometimes, the sprites get selected without clicking the mouse. Dragging sprites in the z-order doesn't do anything 50% of the time.

There are more bugs in this tool to continue. I suggest looking at Spine or Dragon Bones as alternative.. I am not an artist but I used it for quite a while :). I've got over 600 hours using other animation programs such as Maya or Source Film Maker.

That being said, this program is brilliant.

At the start I had no clue what to do, but there's a load of help videos aswell as a document to teach you aspects of the program. Only took a few minutes before I had something decent made. The rigs were useful too, as they made animating much easier.

It is brilliant for making animated sprites in a video game. I'd recommend it at full price, even though I got this for 75% off.. i love it is easy to use intuitive and reduce time in the animation pipeline.
easy to create diferent characters animations with character map.
easy to create bones and join with the sprites.
easy to export the projects.
constantly updates.
constantly repair bugs and errors.
have a great list of tutoriales and examples with the software.. Spriter is a simple tool for 2D skeletal animation. It makes creating 2D game characters a breeze and has most of the features you would want. If you are working on a 2D game and want fluid character animations without too much hassle, Give Spriter a try.. From an indie developer who mainly makes 2D games, this tool is a life saver. I can't tell you how many times I got stuck because I couldn't find a decent animation software. After watching one five minute video, I was animating my game assets. Seriously, I am so glad I found this tool!. I got this on a Humble Bundle, and having used it for five minutes, I was blown away by the quality of this piece of software. I have zero artistic talent, yet I've created that animation on the tutorial with no problem, and even made one myself. It's amazingly easy to use and also extremely fast to get nice results.

If you're making a game and would like to use modular animation, buy this. It's just amazing.


New content coming soon for RPG Art Pack!:
Hi everyone,

We're pleased to announce we've just completed the additional content for the RPG Heroes Art Pack. This means the current early adopter half off sales price will end on April 8th! There are 2 weeks left to grab this robust RPG pack while it's heavily discounted.

Aside from many new art elements to drastically increase the number of possible character design configurations (listed in more detail below), we're also able to announce the addition of several new animations:

  • A fully tweened, subtle breathing/idle animation for the large character portrait for dialogues scenes etc, complete with a blinking version. 
  • A “damaged” image for when characters are unconscious (compatible with RPG Maker MV) for all 3 sprite sizes. 
  • A breathing (and blinking) idle animation for all 4 walking directions for all 3 sprite sizes. 
  • An “activate” animation for when characters open treasure chests or flip levers or switches for all directions for all 3 sprite sizes.
For current owners of the Steam version of the Pack, the files will be updated automatically in roughly one week (around Friday April 1st ), and the update introduces some visual improvements for specific elements to increase cross-compatibility with other elements, so be sure to back up your current version of the Art Pack locally before the update to ensure you can use the older version if needed to keep the exact look of characters you'd previously created.

Similarly, for people who already own the non-Steam version, be sure to back up the current version in case you want to revert back to it to maintain the exact look for character's you've already created.

Here is the list of new art elements:
  • 54 New skin tones to drastically increase the possible number of custom characters. 
  • A new cape style option for both male and female characters for all 3 sprite sizes. 
  • A new head scar option for the female character for the portrait and all 3 sprite sizes. 
  • Several new hair-style options for the female character for the portrait and all 3 sprite sizes. 
  • Several more nose options for the female character. 
  • 2 New eye and eyebrow options for the female character. 
  • A new horned helmet for the female character for the portrait and all 3 sprite sizes. 
  • 2 new hairstyle options for the male character for the portrait and all 3 sprite sizes.. 
  • 3 new eye options for the male character. 
  • More eyebrow options for the male character. 
  • 2 more mouth options for male characters.
https://www.youtube.com/embed/Hm71NJXLGwg. New Additional Content for Delta Missions and Dreamworld Environment Packs:
BrashMonkey is pleased to announce we've enhanced both the Dreamworld Adventures and the Delta Missions Environment Packs to include extended versions of the tilesets which allow you to create levels that can expand vertically as well as horizontally.. Spriter implementations now available for C++, C#, JavaScript, Unity, Construct 2, and MonoGame:
Spriter animations can be imported with full feature support in Unity and Construct 2[brashmonkey.com]. There are also free, open source, fully featured reference implementations for using Spriter files in C#[brashmonkey.com], C++[brashmonkey.com], JavaScript[github.com], and MonoGame[brashmonkey.com]. Spriter support on many more programming languages, frameworks, and game authoring tools coming soon!. Full Art Packs now on Steam!:
Hi everyone,

We're pleased to announce that the full versions of our Animated Art Packs for use with Spriter are now available for purchase here on Steam as DLC.

Everyone who purchases Spriter Pro automatically receives the Essentials version of all our art packs, which are automatically installed in the following directory:
<Steam Installation Directory>/SteamApps/common/Spriter/Art Packs/Essentials

The Essentials Art Packs are reduced content versions of these full Art Packs, free for all Spriter Pro owners to use for their own game projects. Be sure to compare the Essentials versions you already own with the full versions to best assess the additional content you'd be purchasing.

Important note: If you've already purchased any of our full Art Packs from our web store or any of our affiliates (Not Steam) BEFORE they became available here on Steam, you'll be receiving one or more of these full art packs for free, depending on what you had purchased. So please wait from an update email from our system before purchasing any of the Art Packs here.

Here's what to expect:

1) If you already purchased the Effects Pack, then you'll receive the Basic Platformer Pack for free.

2) If you already purchased any one of the Platformer Packs you'll receive all other Platformer Packs for free.

3) If you already purchased any of the bundles of 2 Art Packs then you'll receive all the other remaining Art Packs and the next Art Pack we release as well for free.

4) If you purchased the all Art Packs bundle you'll receive all current and all future art packs we release for free.

If you purchased more than one art pack, but one at a time but should qualify for numbers 3 or 4 above, then please email support@brashmonkey.com with the details of each purchase and make the subject title of the email “Art Pack bundle equivalent upgrade” And we'll upgrade your product description in our system and send you the additional art packs.

If four days from now you still haven't received your automatic upgrade email, please contact support@brashmonkey.com with your original purchase information for your art packs or bundles and make the subject title of the email “Did not receive art packs upgrade”

In related news, we're currently working on two new Animated Art Packs which we plan to reveal more about withing roughly a month.

Cheers!. GameMaker support for Spriter!:
Hi everyone,
We've got awesome news for all you Game Maker Studio users who have been asking for Spriter support for this popular authoring system for ages.

Community member GradusGL has released SpriterGM, which is a DLL based extension package for GameMaker Studio.

The vast majority of Spriter features are already fully supported and its freely available, open source, and royalty free under the MIT license for everyone to use, test and contribute testing, reports and even code improvements to.

Please join the forum thread here: https://brashmonkey.com/forum/index.php?/topic/4903-spriter-2d-game... and show your support to the developer and give SpriterGM a test spin!

https://www.youtube.com/watch?v=qGm63kiJAqc. Reference implementation status update (10/5/2015):
(update 10/5/2015)  Hi everyone, still making very good progress.  Barring any unforeseen external delays, we plan to have an implementation supporting all current features either released or available for testing in approximately 2 weeks.

  • Planning/Overall Design %99
    This is the most important and difficult step - determining the overall structure and design of the implementation. Considerations that have weighed most heavily on the design are speed, memory usage, extensibility, and ease of porting to other languages.
  • Data Model 92% (^2)
    This is where all of the data will be stored. It will contain your entities, animations, timelines, keyframes, etc, and will basically be an optimized version of what you see in the file.
  • Flyweights 92% (^2)
    Most of the data required to animate a character can be shared for every instance of your character. If you have dozens or hundreds of the same character, you don't want to make a copy of all of the characters animation data over again. The flyweights will only store the fully processed information about your character's current state. The transformed x and y coordinates, the current image to display for each sprite, etc.
  • Iterators 92% (^2)
    These will traverse the data structure and update the flyweights. These will store behind the scenes state information about each instance of a character. Their main purpose is to make it so the flyweights can update their state from main data model as quickly as possible, without having to repeatedly locate their respective timelines, or loop through keyframes to find a specific time.
  • File Handling %27 (^2)
    To make file handling as painless and easy to port as possible, the loading of the data structure won't be tied to a specific xml or json library, requiring every port to replace every individual command. Instead, there will be a handful of general commands to find keys and retrieve values, and the code to load the data tree will be composed of these generic commands. When it's time to port to a new language or xml/json library, the developer will only have to worry about coding in the specifics of that handful of generic commands, instead of the entire loading routine.
  • Interface %82 (^2)
    This is the only part that users of the implementation (as opposed developers working on the implementation itself) will ever have to see. It will provide a clean and intuitive list of commands to do things like play and pause animations, change animations, set playback speed, etc, as well as ways to retrieve specific information, like the current time within the animation, current animation, etc. For game authoring tools that provide users with a graphical interface, this section will also serve as a complete guide that can be used to ensure that plugins for those authoring tools have all of the same power and flexibility.
  • Test Bed %92 (^2)
    Since this implementation won't be tied to a specific display or file handling library, this will be what we use to test as we complete the reference implementation, as well as a way to demonstrate progress, and demo the completed implementation.
original post:
Hi everyone,
We posted this on our KickStarter page a few days ago. Sorry we were a bit late to post it here.

Here's a somewhat itemized list of what needs to get done for the reference implementation to be finished, along with a rough percentage that I feel I've completed for each component.

I'll be updating this list at least once a week until the reference implementation is finished and released as open-source on github.

With each update to the list, the percentages will become more concrete, as will the items within each section. I'll also be able to mention more specific details of what I added to each component as things progress.

Please take the percentage estimates with a grain of salt, as, until the testing has reached a more involved stage, it's difficult to know exactly how close to finished something really is. It's equally important to remember that the percentages don't necessarily represent an amount of time relative to how much time has been taken so far.
Expect the next progress update to this list by May 17th at the latest. Finishing this implementation is my top priority, but of course if any critical bugs are found in Spriter itself they will be dealt with immediately. Thanks again everyone for your patience and support.


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