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Showing content with the highest reputation on 01/04/2017 in all areas

  1. Thanks for the reply. As much as I value your opinion, the point I was trying to make is that more testing is needed, I just gave some examples in order not to sound negative but constructive. I know that the current approach to testing is cheap and efficient, but I would advise proper testing sessions, mainly on usability and user experience. Hire 4 testers with different skill levels on Spriter (minimum for a limited budget, testers usually take 50$/hour), and observe how they approach the product. Ask questions, like "Do they get it?", ask them to perform key tasks and watch how they work. I think this will not only reveal bugs, but even usability issues. Personally I don't have the time to test right now, even though I want to help improve Spriter. I am using Win 10. Regarding Ctrl+D, that's a functionality for copying an object into all frames: https://puu.sh/tb1Y4/fe40ba978f.png Regarding the trial version, there was a video that mentioned that and I was surprised and I didn't download the latest patch thinking that I would lose access. If I find the video I ll link it as an edit.
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  2. Hi! Could it be possible to add orthogonal movement of sprites? I mean, ability to lock sprite to it's x or y-axis. In photoshop for example, it works by holding shift and moving layer up, down, left or right. This could be handy when making sine wave snake movement, closing doors etc. Best Regards, AreCustomize
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  3. I installed both 32 (first) and 64bit.
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  4. I installed spriter on a Microsoft Surface Pro 4 and I got several DLL errors even after installing Visual Studio 2013 C++ runtime. That said, I downloaded/installed Visual Studio 2010 C++ runtime and it resolved my problem. Thought I'd mention it incase it helps anyone.
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  5. Welcome duperduckey, The best way to make such decisions is to start by making a mock-up (fake) screen of your game at the actual target resolution. So, say for example you want your game to run at a high-res 1920x1080, you should start by making a fake screen (using layers) in a program like Photoshop or Krita (which is awesome and FREE www.krita.org) of your game, including the player sprite, HUD and generic enemies. This will hep you figure out exactly how big your player sprite needs to be. Typically, once I do this, I then actually create the player sprite and animate it at 2x the required size in Spriter. This allows me wo work faster and a little sloppier with my art, because eventually I'll scale it back down to the actually needed resolution, and when you reduce art to 50 percent, it cleans up nicely. (don't do this if you're making a retro low-res pixel art game) Do NOT work at crazy print resolutions! I hope this helps.
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