Stream Avatars

Stream Avatars

Vohjiin Jul 22, 2017 @ 10:38am
Regarding Image/sprite assets
I can gather a good amount of information from the screenshots but will you guys/gals share any more technicaly stuff regarding asset use? such as max sizes, file formats supported? animation types supported? I see frames but gifs? maybe even Spine files?

Super excited for this I love making pixel art and the idea of the app sounds lots of fun,, just waiting for more info and pricing, course release as well.
Last edited by Vohjiin; Jul 24, 2017 @ 1:07pm
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Showing 1-6 of 6 comments
clonze  [developer] Jul 24, 2017 @ 3:26am 
Sure thing, I will release a tutorial video that will reveal more information about asset creation. It was designed for pixelart characters, but you can definitely do higher resolution art and scale it down in the app. Asset imports are all .png and there is a spritesheet format to setup the default animations of walking / sitting / standing... and also custom animations.
Vohjiin Jul 24, 2017 @ 1:07pm 
Shweet! Can't wait!
Codde Jul 24, 2017 @ 1:13pm 
Very good, looking forward for your tutorial.
Codde Jul 24, 2017 @ 1:17pm 
Originally posted by Clonze:
Sure thing, I will release a tutorial video that will reveal more information about asset creation. It was designed for pixelart characters, but you can definitely do higher resolution art and scale it down in the app. Asset imports are all .png and there is a spritesheet format to setup the default animations of walking / sitting / standing... and also custom animations.

Can you tell pixel art people like me at least, what size those avatars should be and for example some basic animations that avatars can do.... and maybe how many frames are good for animation to work good with your Stream Avatar application... you know so we can start making some pixel art right now :)
clonze  [developer] Jul 24, 2017 @ 9:43pm 
here's an example, (zoomed in & with text) http://i.imgur.com/i4Funig.png
-the first 5 animations are preset in a certain order: idle, run, sit, stand, jump
-make sure your spritesheet size is divisible by the character size. (you can make it as big as you want.

-they can be any size you want, but they must be consistent in size, this character is in a 32x32
box. Every frame.

-characters are flat against the bottom part of the sprite box (that's the floor)

gear example: http://i.imgur.com/qLXjUbq.png
-gear pivot points can move per character animation frame, so your gear can always be at the correct spot on your character.
-gear can also be animating, just idle though.

-gear pivot can't rotate yet (pixel characters probably wouldnt want rotation anyhow)

if you are making different shoes, the animation frame of the character needs to match up with the gear piece-- this feature is not available yet. It's DONE but it had a few bugs so i had to remove it for release, it will be back in soonish.

For background animating props it's similar, except theres only one animation allowed: idle
That means one row of sprites. Left to right.

Another planned feature is a soundboard like tool, you would be able to import and set rules on who can issue the command. And maybe even attach a sound to an animation, for example,
!fart [causes the animation fart and a soundclip of a toot]
Last edited by clonze; Jul 24, 2017 @ 10:42pm
Vohjiin Jul 25, 2017 @ 1:05pm 
Oh nice thanks for letting us know :O
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Date Posted: Jul 22, 2017 @ 10:38am
Posts: 6