HeroMachine 3 Phoenix Edition is LIVE now!

Design custom characters using thousands of mix-and-match art components all hand-drawn in classic comic-book style! Pick a body, add costumes, weapons, backgrounds, and more — no drawing skills required. No Flash required, it all works in your browser and is 100% backwards compatible for any creations you’ve made in the past.

Latest Posts

HeroMachine 2 is back!

Thanks to a program called Ruffle, Flash content can now be shown in browsers again! Head on over to the HeroMachine 2 page and start creating your own character portraits like you did back in the day!

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How to Use HeroMachine Locally

Hi all, with big thanks to HeroMachiner Eric Bowling, here’s how you can use HeroMachine outside of your browser. Adobe has said they’re going to be force uninstalling the Flash Player (the standalone player basically) but I don’t know that applies to this particular version.

Basically you download a local Flash Player application, then put in the URL for a .swf file (a compiled Flash object, which is what HeroMachine uses) and it plays. I’ve tried it on my Mac with HM3 and HM2 and it seems to work like a champ. You’ll still need an Internet connection but if this goes well I may bundle up the files and make them available online so you could truly run it all locally. We’ll just have to see, I don’t want to sell people something and then BAM Adobe force uninstalls the Flash Players and it no longer works.

Anyway, the article explaining how to get the Standalone Flash Player Debugger is at https://www.howtogeek.com/438141/how-to-play-adobe-flash-swf-files-outside-your-web-browser/ – install the one relevant to your Operating System.

Once the Flash Player Debugger is installed per the instructions in that article, launch the Flash Player Debugger and go to “File -> Open Location”. This is where you type in the URL to a .swf file. Do not download the .swf file to run from your hard drive, that will not work, you must use “Open Location” and put in one of the URLs below! Here are the ones for HeroMachine so you can just copy and paste:

For fun, here are the URLs for some of the hardly-ever-used versions:

CAVEATS: The “Export as an image” function in HM3 will NOT work. Saving as a text file will. 

I think that’s pretty much it. Let me know if you run into issues with this, though honestly, there’s not a lot I can do since I can’t edit the source files any more and I can’t control what Adobe does with their players.

Posted in HeroMachine 3, Meta, News & Updates, Tips & Tricks | 39 Comments

Eyebrows, too

To go with the new Eyes, I’ve released new Eyebrows -> Female -> Standard items as well. Enjoy!

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The Eyes Have It

We’re closing out a busy HeroMachine 3 Phoenix Edition weekend with 33 new additions to the “Eyes – Female” set. Enjoy! Next up, eyebrows, then probably Hairstyles per the results of the recent poll.

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Making a Scene: Importing characters as objects

You’ve always been able to import saved characters as additions to your current design, but once imported they were just a collection of items. You couldn’t affect them as a group, which made creating a multi-character scene extremely painful. It turned trying to make a Bulletman, Bulletgirl, and Bulletdog family portrait less of a Norman Rockwell cover and more of a Jackson Pollock painting.

No more!

I’ve just released the “Scene” feature, where you can choose to load saved characters as complete objects instead of as a collection of items. That means you can layer, drag, scale, and rotate them like you would a sword or a companion, and even change their transparency. This is a game-changer for creators wanting to put together complex scenes.

To load a character as an object you can use either of the load tabs. For files you’ve loaded before, there’s a new “obj” inline button:

And in the “Import Character” tab for new files it’s here:

Once you have the character on your canvas as an object and it’s selected, the behavior of the tabs changes a bit, since you can’t color or apply patterns to it. Instead you get these controls for the Transform tab, which mimic the standard ones:

And of course you can still also use the on-canvas mouse controls for scaling, transforming, and layering as well.

The big one here is the “Unpack” button, which does what you’d expect – if you have a character as an object selected and click this, it breaks the object back into individual editable items, right where you placed it.

This is the most ambitious new feature yet in HeroMachine 3 Phoenix Edition and I’m sure you’ll run into some bugs. Please let me know what you find, or what you think of it in general. I suspect the Power Users will get the most use out of it but hopefully it’s still accessible to the more casual folks as well.

Have fun creating and I hope you’ll share some of your Big Scenes either in the HeroMachine Creations FB group or in the forums!

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What kinds of items do you want added next?

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Patterns & Pairs

A couple of small updates were just pushed to HeroMachine 3 Phoenix Edition. First, the Patterns tab is back. It’s just as limited as the old one (can’t scale, move, or color patterns) but it’s easier and familiar. If you missed it, it’s back.

When coloring an item that’s set to Pair (like Eyes), the color now gets added to both at the same time. That should make it less tedious to get pairs looking how you want.

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