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lucid

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  1. Like
    lucid got a reaction from Arrgincey in Spriter 1.0 Released!   
    Hello everyone,
    We're pleased to announce the official release of Spriter 1.0. It's been a long journey, and we'd like to thank all of our glorious Kickstarter backers and Early Adopters for making this possible.
    While this build offers substantial optimizations, and a few feature additions, enhancements, and bug fixes, we're just getting started with where we want to take Spriter. There will continue to be new builds with new features, enhancements, bug fixes, and improved documentation, which will be free updates for Spriter Pro owners. The Essentials version will also continue to get updates with bug fixes, and workflow enhancements.
    Thanks again and enjoy Spriter 1.0!
    Spriter Release 1
    Released 11/11/2014
    Additions and Enhancements


    [*:3lb04hxy]Several performance optimizations
    [*:3lb04hxy]Added Pro only feature to add custom watermarks to Png and Gif exports
    [*:3lb04hxy]Export to Png and Gif now recalls last used settings
    [*:3lb04hxy]Added the ability to resize the default pivot point editor
    [*:3lb04hxy]Added single action to copy the selection from canvas and paste it to all frames (available in the edit menu, the right click menu on the canvas, and with the keyboard shortcut Ctrl-D)
    [*:3lb04hxy]Paste to all frames now only creates one key for the addition if possible
    [*:3lb04hxy]Added 'Deselect All' to the right click menu after clicking an object on the canvas to make zoomed in editing of many overlapping parts easier
    Bug Fixes


    [*:3lb04hxy]Fixed a bug with anchored IK, where only rotating a bone not involved in the IK would cause the anchored IK to shift position upon releasing the mouse button
    [*:3lb04hxy]Fixed a bug with anchored IK, where moving a bone far up the chain from the IK would cause the anchored IK to shift position upon releasing the mouse button
    [*:3lb04hxy]Fixed several bugs in onion skinning where onion skins could get stuck stuck on the screen after they should have disappeared
    [*:3lb04hxy]Fixed a bug that caused unintended selection behavior in the file palette after dragging an image onto the canvas
    [*:3lb04hxy]Fixed a bug that allowed the default pivot point dialog to very large images into a window that extended outside the borders of the screen
    [*:3lb04hxy]Fixed a bug that caused the default pivot point dialog to appear in a different monitor than the program for certain setups
    [*:3lb04hxy]Fixed a bug where after deleting the last animation in an entity, the keyframes would remain in the timeline widget, and the program would crash if you attempted to edit them
    [*:3lb04hxy]Fixed a bug where sub-entity onion skins would either display incorrectly, or not at all
    [*:3lb04hxy]Fixed a bug where it was impossible to delete sub-entities
    [*:3lb04hxy]Fixed a bug where changes to the canvas zoom made using the keyboard shortcuts or menu items would revert back to the previous zoom level after making a change to the sprite z-order
    [*:3lb04hxy]Fixed a bug where changing a bone's angle would reset it's opacity to 100%
    [*:3lb04hxy]Fixed a bug where clicking to drag a bone would cause it's opacity to flicker momentarily if it's opacity was set to less than 100%
    [*:3lb04hxy]Fixed a bug where dragging and dropping a new sub-entity when a bone was selected would cause the sub-entity to shift it's location upon the drop
    [*:3lb04hxy]Fixed a bug where copy pasting multiple keys wouldn't always paste all keys
    A quick note about version numbers. We've opted to use release numbers instead of version numbers, so this build is Release 1, the next will be Release 2, etc. Hotfixes, and beta versions to be tested before being marked as stable releases will use decimals. (e.g Release 1.1)
  2. Like
    lucid got a reaction from Tvuxafei in Spriter R1 Bug Thread   
    Post issues with Spriter Release 1 here.
  3. Like
    lucid got a reaction from Danielki in scml documentation (deprecated - use reference implementations instead)   
    Deprecated : Use Reference Implementations pinned in this forum

    Hello again everyone,
    This is the preliminary edition of the scml documentation. It takes the form of an interactive document with a side by side of pseudo code and the scml format specification.
    This will be expanded over the coming weeks with detailed descriptions of the functions and dom elements being described, but as is, it should provide a good jumping off point for developers creating implementations, and also for anyone attempting to update or troubleshoot an implementation.
    I'll be out of town and away from my dev PC for the next few days, but when I return this document will be continually updated along with Spriter to be as useful and clear as possible. In the meantime however, I'll provide you with a few key points to get you started.
    â—¾the document is written in a c-like pseudo-code ignoring as many language specifics as possible. This means there is no concept of pointers or references. brackets[] at the end of a type name indicate an array
    â—¾float, int, string are intended as general types and can be replaced by double, short, cstring, etc as you see fit
    â—¾as all xml parsing will be language specific, this is not addressed in this document, however, the scml and code are side by side. Where the data structures should contain information directly from the file, those items are highlighted, and hovering them reveals the relationship to the scml file.
    The pseudo code is released to the public domain under the cc0 license. This means you are free to use it in any way you see fit. ("You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission")
    There is a checkbox to hide the scml side, so you can copy paste the code into your IDE or text editor, do a few find/replaces, and you have a basic scml implementation you are free to release it for anyone to use or keep for use in your proprietary engine for your game.
    This version only includes a Set Current Time, and Apply Character Map function, and provides a data structure to translate spriter data to be drawn at the position and orientation of your character on screen. In time this will be expanded to provide a full suite of features to make your playback engine as complete and powerful as possible.
    This document is the first part of a larger strategy to get Spriter universally supported on all platforms, languages and authoring tools, and we will get into those in greater detail over the coming weeks.
    view the documentation here:
    http://www.brashmonkey.com/ScmlDocs/ScmlReference.html
    and please leave any feedback in our forums
  4. Like
    lucid got a reaction from TristanFat in Spriter r2 released! Steam Sale 50% until December 2nd   
    Hello everyone!
        Welcome to the first post 1.0 release of Spriter.  Aside from a couple of bug fixes, this release includes a new video help option that lets you watch our YouTube tutorials in a floating window (with links to open the playlists in your default browser).  Video Help will show up immediately upon startup to give guidance for beginners, and the window has an option to disable this behavior.  Spriter will now warn you if you try to save outside the project directory that it won't be able to find it's images, and will also provide an explanation and the expected file structure when you load a file with missing images.
    An important note for Mac users.  There is an optimization in this version that may correct the performance issues some users have been experiencing on the Mac.  Please let me know if this fixes the issue for you, as it seemed to make a significant difference on our machines.
    We will continue to fix bugs and provide minor feature updates, but my primary focus at the moment is completing the developer documentation.
    Lastly, if you're reading this and you don't already own Spriter Pro, or you have a friend who doesn't, Steam is having their Autumn Sale now, and Spriter is 50% off until December 2nd.  Spread the word!
    Thanks everyone, and enjoy the new build!

    download Spriter r2 here
    Change-Log 11/28/2014Additions and Enhancements
    Performance optimizations - possible fix for Mac slowdown issues Added Video Help on startup (with the option to never show again), and in the Help menu Added a link the Grey Guy example file in the Help menu Added a warning when attempting to save outside of the project directory(with the option to never show again) Added a warning/explanation that pops up when a project has missing images, and displays the expected file tree(with the option to never show again) Added a Help menu option to reset all 'show this message again' checkboxes Saving a resized project no longer allows you to save to your current project folder or any of it's subfolders to avoid confusion and overwriting or mixing up both projects' images Saving a resized project now confirms individual image overwrites as it creates resized copies of images Original image size data is now preserved in Missing Image placeholders Original image size data is now preserved when saving a project with missing images Bug Fixes
    Fixed a crash that could occur with certain projects with missing folders and images Fixed a bug that would give autosaves the *.scon extension when working on a project last saved as *.scon, even though all autosave data is saved as scml Fixed a bug that would cause child bones created on very wide parent bones to have 0 width
  5. Like
    lucid got a reaction from salemakeupbq in End of year update   
    Happy New Year!
        This was a big year as we released Spriter 1.0 and are now on Steam.  We also released two new Art Packs, a new promo video, and a new site and forums.  Now that the foundation is set, 2015 will be an exciting year for Spriter Pro owners.  We already have some amazing unannounced features in the works that we can't wait to share once they're ready to be unveiled.  
        
        I'm currently focused on creating a working, fully featured and well documented reference implementation.  Once finished, this should make creating full Spriter support for any particular authoring system trivial.  And we'll be focusing resources and efforts into helping developers port this to as many languages and authoring systems as possible.  Originally we were going to make this a barebones implementation with support for all Spriter Pro features, but we've decided to take a bit longer and include several implementation and playback features that most developers will want in their arsenal.
        
        Sorry for our slow response times on the forums and tech support during the holidays.  Don't worry, you haven't been forgotten, and we will respond and help you resolve your issues as soon as we can.  We also realize there are a few open bugs with Spriter R2, and we'll do our best to fix them as soon as this implementation is complete.

        On a final note, the Steam Sale ends on January 2nd, so there are only two days left to get Spriter Pro for 50% off.  Also on BrashMonkey.com Spriter Pro and all of our Art Packs and bundles are also 50% until January 2nd using the coupon code HAPPYHOLIDAYS.

        Thank you everyone for a great year, and we look forward to making 2015 an awesome year for Spriter users.
  6. Like
    lucid got a reaction from ippbxKi in Spriter R1 Bug Thread   
    Post issues with Spriter Release 1 here.
  7. Like
    lucid got a reaction from Asuqytrau in Spriter R1 Bug Thread   
    Post issues with Spriter Release 1 here.
  8. Like
    lucid got a reaction from TristanFat in Please post feature suggestions here.   
    it's a definite possibility for the long term.
    good idea. It was already going to have the spinboxes, but that's a good idea. Also, the angle control will have a wheel you can rotate with your mouse.
    The current beta does have a 'protected selection' feature. You can drag, drop, and rotate a selected object even if it's behind others. only if you click a sprite on an area that doesn't overlap the currently selected object(s) will it change the selection.
    yes, that's in there
    yes, the next release will be native UI on Windows, Mac, and, Linux
    yes, all of that is planned for the long term, and the groundwork is already layed for those features.
    thanks for the kind words, and yes, we do want to work with the community to develop an ecosystem of some sort for both the animators and the developers.
    the todolist is huge, but things are going very well on fronts.
    working hard on the next version, and loving every minute of it.
  9. Like
    lucid got a reaction from TristanFat in scml documentation update   
    Just wanted to link to this on the main forum for anyone who's been waiting on this:
    viewtopic.php?f=3&t=12569
  10. Like
    lucid got a reaction from Arrgincey in Please post feature suggestions here.   
    it's a definite possibility for the long term.
    good idea. It was already going to have the spinboxes, but that's a good idea. Also, the angle control will have a wheel you can rotate with your mouse.
    The current beta does have a 'protected selection' feature. You can drag, drop, and rotate a selected object even if it's behind others. only if you click a sprite on an area that doesn't overlap the currently selected object(s) will it change the selection.
    yes, that's in there
    yes, the next release will be native UI on Windows, Mac, and, Linux
    yes, all of that is planned for the long term, and the groundwork is already layed for those features.
    thanks for the kind words, and yes, we do want to work with the community to develop an ecosystem of some sort for both the animators and the developers.
    the todolist is huge, but things are going very well on fronts.
    working hard on the next version, and loving every minute of it.
  11. Like
    lucid got a reaction from Dryynrins in Spriter R1 Bug Thread   
    Post issues with Spriter Release 1 here.
  12. Like
    lucid got a reaction from Arrgincey in scml documentation update   
    Just wanted to link to this on the main forum for anyone who's been waiting on this:
    viewtopic.php?f=3&t=12569
  13. Like
    lucid got a reaction from JohnnyType in End of year update   
    Happy New Year!
        This was a big year as we released Spriter 1.0 and are now on Steam.  We also released two new Art Packs, a new promo video, and a new site and forums.  Now that the foundation is set, 2015 will be an exciting year for Spriter Pro owners.  We already have some amazing unannounced features in the works that we can't wait to share once they're ready to be unveiled.  
        
        I'm currently focused on creating a working, fully featured and well documented reference implementation.  Once finished, this should make creating full Spriter support for any particular authoring system trivial.  And we'll be focusing resources and efforts into helping developers port this to as many languages and authoring systems as possible.  Originally we were going to make this a barebones implementation with support for all Spriter Pro features, but we've decided to take a bit longer and include several implementation and playback features that most developers will want in their arsenal.
        
        Sorry for our slow response times on the forums and tech support during the holidays.  Don't worry, you haven't been forgotten, and we will respond and help you resolve your issues as soon as we can.  We also realize there are a few open bugs with Spriter R2, and we'll do our best to fix them as soon as this implementation is complete.

        On a final note, the Steam Sale ends on January 2nd, so there are only two days left to get Spriter Pro for 50% off.  Also on BrashMonkey.com Spriter Pro and all of our Art Packs and bundles are also 50% until January 2nd using the coupon code HAPPYHOLIDAYS.

        Thank you everyone for a great year, and we look forward to making 2015 an awesome year for Spriter users.
  14. Like
    lucid got a reaction from AlisaMesy in Spriter r2 bug thread   
    Post bugs for Spriter r2 here.
  15. Like
    lucid got a reaction from sportrmhcnh in End of year update   
    Happy New Year!
        This was a big year as we released Spriter 1.0 and are now on Steam.  We also released two new Art Packs, a new promo video, and a new site and forums.  Now that the foundation is set, 2015 will be an exciting year for Spriter Pro owners.  We already have some amazing unannounced features in the works that we can't wait to share once they're ready to be unveiled.  
        
        I'm currently focused on creating a working, fully featured and well documented reference implementation.  Once finished, this should make creating full Spriter support for any particular authoring system trivial.  And we'll be focusing resources and efforts into helping developers port this to as many languages and authoring systems as possible.  Originally we were going to make this a barebones implementation with support for all Spriter Pro features, but we've decided to take a bit longer and include several implementation and playback features that most developers will want in their arsenal.
        
        Sorry for our slow response times on the forums and tech support during the holidays.  Don't worry, you haven't been forgotten, and we will respond and help you resolve your issues as soon as we can.  We also realize there are a few open bugs with Spriter R2, and we'll do our best to fix them as soon as this implementation is complete.

        On a final note, the Steam Sale ends on January 2nd, so there are only two days left to get Spriter Pro for 50% off.  Also on BrashMonkey.com Spriter Pro and all of our Art Packs and bundles are also 50% until January 2nd using the coupon code HAPPYHOLIDAYS.

        Thank you everyone for a great year, and we look forward to making 2015 an awesome year for Spriter users.
  16. Like
    lucid got a reaction from rainbox in Spriter design question in Construct2   
    It's probably best for workflow and resources that you use separate scml for separate types of things.  The C2 implementation creates all the actual sprite objects used to create the characters, so you will be using a lot of additional resources if everything is in one huge file.  This also makes it easier to have different logic for different items and enemies, since they'll already be separate objects with separate names.
  17. Like
    lucid got a reaction from JohnnyType in scml documentation update   
    Just wanted to link to this on the main forum for anyone who's been waiting on this:
    viewtopic.php?f=3&t=12569
  18. Like
    lucid got a reaction from Asuqytrau in Spriter r2 bug thread   
    Post bugs for Spriter r2 here.
  19. Like
    lucid got a reaction from JohnnyType in Please post feature suggestions here.   
    it's a definite possibility for the long term.
    good idea. It was already going to have the spinboxes, but that's a good idea. Also, the angle control will have a wheel you can rotate with your mouse.
    The current beta does have a 'protected selection' feature. You can drag, drop, and rotate a selected object even if it's behind others. only if you click a sprite on an area that doesn't overlap the currently selected object(s) will it change the selection.
    yes, that's in there
    yes, the next release will be native UI on Windows, Mac, and, Linux
    yes, all of that is planned for the long term, and the groundwork is already layed for those features.
    thanks for the kind words, and yes, we do want to work with the community to develop an ecosystem of some sort for both the animators and the developers.
    the todolist is huge, but things are going very well on fronts.
    working hard on the next version, and loving every minute of it.
  20. Like
    lucid got a reaction from AlisaMesy in Spriter 1.0 Released!   
    Hello everyone,
    We're pleased to announce the official release of Spriter 1.0. It's been a long journey, and we'd like to thank all of our glorious Kickstarter backers and Early Adopters for making this possible.
    While this build offers substantial optimizations, and a few feature additions, enhancements, and bug fixes, we're just getting started with where we want to take Spriter. There will continue to be new builds with new features, enhancements, bug fixes, and improved documentation, which will be free updates for Spriter Pro owners. The Essentials version will also continue to get updates with bug fixes, and workflow enhancements.
    Thanks again and enjoy Spriter 1.0!
    Spriter Release 1
    Released 11/11/2014
    Additions and Enhancements


    [*:3lb04hxy]Several performance optimizations
    [*:3lb04hxy]Added Pro only feature to add custom watermarks to Png and Gif exports
    [*:3lb04hxy]Export to Png and Gif now recalls last used settings
    [*:3lb04hxy]Added the ability to resize the default pivot point editor
    [*:3lb04hxy]Added single action to copy the selection from canvas and paste it to all frames (available in the edit menu, the right click menu on the canvas, and with the keyboard shortcut Ctrl-D)
    [*:3lb04hxy]Paste to all frames now only creates one key for the addition if possible
    [*:3lb04hxy]Added 'Deselect All' to the right click menu after clicking an object on the canvas to make zoomed in editing of many overlapping parts easier
    Bug Fixes


    [*:3lb04hxy]Fixed a bug with anchored IK, where only rotating a bone not involved in the IK would cause the anchored IK to shift position upon releasing the mouse button
    [*:3lb04hxy]Fixed a bug with anchored IK, where moving a bone far up the chain from the IK would cause the anchored IK to shift position upon releasing the mouse button
    [*:3lb04hxy]Fixed several bugs in onion skinning where onion skins could get stuck stuck on the screen after they should have disappeared
    [*:3lb04hxy]Fixed a bug that caused unintended selection behavior in the file palette after dragging an image onto the canvas
    [*:3lb04hxy]Fixed a bug that allowed the default pivot point dialog to very large images into a window that extended outside the borders of the screen
    [*:3lb04hxy]Fixed a bug that caused the default pivot point dialog to appear in a different monitor than the program for certain setups
    [*:3lb04hxy]Fixed a bug where after deleting the last animation in an entity, the keyframes would remain in the timeline widget, and the program would crash if you attempted to edit them
    [*:3lb04hxy]Fixed a bug where sub-entity onion skins would either display incorrectly, or not at all
    [*:3lb04hxy]Fixed a bug where it was impossible to delete sub-entities
    [*:3lb04hxy]Fixed a bug where changes to the canvas zoom made using the keyboard shortcuts or menu items would revert back to the previous zoom level after making a change to the sprite z-order
    [*:3lb04hxy]Fixed a bug where changing a bone's angle would reset it's opacity to 100%
    [*:3lb04hxy]Fixed a bug where clicking to drag a bone would cause it's opacity to flicker momentarily if it's opacity was set to less than 100%
    [*:3lb04hxy]Fixed a bug where dragging and dropping a new sub-entity when a bone was selected would cause the sub-entity to shift it's location upon the drop
    [*:3lb04hxy]Fixed a bug where copy pasting multiple keys wouldn't always paste all keys
    A quick note about version numbers. We've opted to use release numbers instead of version numbers, so this build is Release 1, the next will be Release 2, etc. Hotfixes, and beta versions to be tested before being marked as stable releases will use decimals. (e.g Release 1.1)
  21. Like
    lucid got a reaction from VlaxDync in Spriter 1.0 Released!   
    Hello everyone,
    We're pleased to announce the official release of Spriter 1.0. It's been a long journey, and we'd like to thank all of our glorious Kickstarter backers and Early Adopters for making this possible.
    While this build offers substantial optimizations, and a few feature additions, enhancements, and bug fixes, we're just getting started with where we want to take Spriter. There will continue to be new builds with new features, enhancements, bug fixes, and improved documentation, which will be free updates for Spriter Pro owners. The Essentials version will also continue to get updates with bug fixes, and workflow enhancements.
    Thanks again and enjoy Spriter 1.0!
    Spriter Release 1
    Released 11/11/2014
    Additions and Enhancements


    [*:3lb04hxy]Several performance optimizations
    [*:3lb04hxy]Added Pro only feature to add custom watermarks to Png and Gif exports
    [*:3lb04hxy]Export to Png and Gif now recalls last used settings
    [*:3lb04hxy]Added the ability to resize the default pivot point editor
    [*:3lb04hxy]Added single action to copy the selection from canvas and paste it to all frames (available in the edit menu, the right click menu on the canvas, and with the keyboard shortcut Ctrl-D)
    [*:3lb04hxy]Paste to all frames now only creates one key for the addition if possible
    [*:3lb04hxy]Added 'Deselect All' to the right click menu after clicking an object on the canvas to make zoomed in editing of many overlapping parts easier
    Bug Fixes


    [*:3lb04hxy]Fixed a bug with anchored IK, where only rotating a bone not involved in the IK would cause the anchored IK to shift position upon releasing the mouse button
    [*:3lb04hxy]Fixed a bug with anchored IK, where moving a bone far up the chain from the IK would cause the anchored IK to shift position upon releasing the mouse button
    [*:3lb04hxy]Fixed several bugs in onion skinning where onion skins could get stuck stuck on the screen after they should have disappeared
    [*:3lb04hxy]Fixed a bug that caused unintended selection behavior in the file palette after dragging an image onto the canvas
    [*:3lb04hxy]Fixed a bug that allowed the default pivot point dialog to very large images into a window that extended outside the borders of the screen
    [*:3lb04hxy]Fixed a bug that caused the default pivot point dialog to appear in a different monitor than the program for certain setups
    [*:3lb04hxy]Fixed a bug where after deleting the last animation in an entity, the keyframes would remain in the timeline widget, and the program would crash if you attempted to edit them
    [*:3lb04hxy]Fixed a bug where sub-entity onion skins would either display incorrectly, or not at all
    [*:3lb04hxy]Fixed a bug where it was impossible to delete sub-entities
    [*:3lb04hxy]Fixed a bug where changes to the canvas zoom made using the keyboard shortcuts or menu items would revert back to the previous zoom level after making a change to the sprite z-order
    [*:3lb04hxy]Fixed a bug where changing a bone's angle would reset it's opacity to 100%
    [*:3lb04hxy]Fixed a bug where clicking to drag a bone would cause it's opacity to flicker momentarily if it's opacity was set to less than 100%
    [*:3lb04hxy]Fixed a bug where dragging and dropping a new sub-entity when a bone was selected would cause the sub-entity to shift it's location upon the drop
    [*:3lb04hxy]Fixed a bug where copy pasting multiple keys wouldn't always paste all keys
    A quick note about version numbers. We've opted to use release numbers instead of version numbers, so this build is Release 1, the next will be Release 2, etc. Hotfixes, and beta versions to be tested before being marked as stable releases will use decimals. (e.g Release 1.1)
  22. Like
    lucid got a reaction from sportrmhcnh in scml documentation update   
    Just wanted to link to this on the main forum for anyone who's been waiting on this:
    viewtopic.php?f=3&t=12569
  23. Like
    lucid got a reaction from DarrenOl in End of year update   
    Happy New Year!
        This was a big year as we released Spriter 1.0 and are now on Steam.  We also released two new Art Packs, a new promo video, and a new site and forums.  Now that the foundation is set, 2015 will be an exciting year for Spriter Pro owners.  We already have some amazing unannounced features in the works that we can't wait to share once they're ready to be unveiled.  
        
        I'm currently focused on creating a working, fully featured and well documented reference implementation.  Once finished, this should make creating full Spriter support for any particular authoring system trivial.  And we'll be focusing resources and efforts into helping developers port this to as many languages and authoring systems as possible.  Originally we were going to make this a barebones implementation with support for all Spriter Pro features, but we've decided to take a bit longer and include several implementation and playback features that most developers will want in their arsenal.
        
        Sorry for our slow response times on the forums and tech support during the holidays.  Don't worry, you haven't been forgotten, and we will respond and help you resolve your issues as soon as we can.  We also realize there are a few open bugs with Spriter R2, and we'll do our best to fix them as soon as this implementation is complete.

        On a final note, the Steam Sale ends on January 2nd, so there are only two days left to get Spriter Pro for 50% off.  Also on BrashMonkey.com Spriter Pro and all of our Art Packs and bundles are also 50% until January 2nd using the coupon code HAPPYHOLIDAYS.

        Thank you everyone for a great year, and we look forward to making 2015 an awesome year for Spriter users.
  24. Like
    lucid got a reaction from JohnnyType in Spriter r2 released! Steam Sale 50% until December 2nd   
    Hello everyone!
        Welcome to the first post 1.0 release of Spriter.  Aside from a couple of bug fixes, this release includes a new video help option that lets you watch our YouTube tutorials in a floating window (with links to open the playlists in your default browser).  Video Help will show up immediately upon startup to give guidance for beginners, and the window has an option to disable this behavior.  Spriter will now warn you if you try to save outside the project directory that it won't be able to find it's images, and will also provide an explanation and the expected file structure when you load a file with missing images.
    An important note for Mac users.  There is an optimization in this version that may correct the performance issues some users have been experiencing on the Mac.  Please let me know if this fixes the issue for you, as it seemed to make a significant difference on our machines.
    We will continue to fix bugs and provide minor feature updates, but my primary focus at the moment is completing the developer documentation.
    Lastly, if you're reading this and you don't already own Spriter Pro, or you have a friend who doesn't, Steam is having their Autumn Sale now, and Spriter is 50% off until December 2nd.  Spread the word!
    Thanks everyone, and enjoy the new build!

    download Spriter r2 here
    Change-Log 11/28/2014Additions and Enhancements
    Performance optimizations - possible fix for Mac slowdown issues Added Video Help on startup (with the option to never show again), and in the Help menu Added a link the Grey Guy example file in the Help menu Added a warning when attempting to save outside of the project directory(with the option to never show again) Added a warning/explanation that pops up when a project has missing images, and displays the expected file tree(with the option to never show again) Added a Help menu option to reset all 'show this message again' checkboxes Saving a resized project no longer allows you to save to your current project folder or any of it's subfolders to avoid confusion and overwriting or mixing up both projects' images Saving a resized project now confirms individual image overwrites as it creates resized copies of images Original image size data is now preserved in Missing Image placeholders Original image size data is now preserved when saving a project with missing images Bug Fixes
    Fixed a crash that could occur with certain projects with missing folders and images Fixed a bug that would give autosaves the *.scon extension when working on a project last saved as *.scon, even though all autosave data is saved as scml Fixed a bug that would cause child bones created on very wide parent bones to have 0 width
  25. Like
    lucid got a reaction from IzbranniY in Update on Spriter API matters   
    I just wanted to let everyone know my full focus has switched from developing Spriter (aside from critical fixes) to getting complete and thorough documentation for developers.  This will take some time, but this long overdue step is underway and I will update you when things are further along.  Thank you everyone for your extreme patience thus far on the matter. 
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