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lucid

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  1. Like
    lucid got a reaction from JohnnyType in Spriter R3 Bug Thread   
    Please post bug and crash reports for Spriter R3 here.
  2. Like
    lucid got a reaction from sportrmhcnh in Spriter R3 Bug Thread   
    Please post bug and crash reports for Spriter R3 here.
  3. Like
    lucid got a reaction from TristanFat in Spriter R4.1 Release (4.1 update contains critical bug fix)   
    Spriter R4.1 Critical Bug Fix:
    There was a critical bug in yesterday's build of Spriter that made it so you couldn't edit default pivot points.  I apologize for any inconvenience this may have caused, and here is a new version that fixes the issue.  If you use the Steam version of Spriter, it should automatically update the next time you log in.
    This version also contains a fix that may help some Steam users that were experiencing library issues on Linux.  
     
     
    Original R4 Update:
    Hi everyone,
     
    We're pleased to announce the release of Spriter build R4 available for download at www.brashmonkey.com and also as an automatic update on Steam.
     
    R4 is the first build to feature the newly updated manual which now covers all core features. R4 also features the long awaited hot-key list, which you can access by pressing Shift+Escape (or through the Help menu).
     
    One great new feature introduced in this new build is the ability to copy a specific individual attribute of an object (such as it's x scale, y scale, position, angle, or opacity) and automatically paste to all of its other key frames.
     
    This build should also fix a library issue with the 64 bit Linux version. Internal testing shows the Steam version of Spriter Pro now loads properly from Steam with Ubuntu 11.04, but so far we can only get it to run on Ubuntu 14 by launching it directly from it's Steam folder location.  It will not launch directly from Steam itself.  We will continue to look into this and thank you for your patience.
     
    Here is the full changelog for Spriter R4:
     
    Spriter Release 4
    Released 4/22/2015
     
    Additions and Enhancements
    Updated manual now includes all core features Added Shortcut Key Popup (available in the Help menu, and through keyboard shortcut Shift-Esc) Added the right-click menu option on the canvas to copy a single object attribute (x,y,angle,etc) to every frame (when one object is selected) Export To PNG/Gif window now remembers 'Keyframes Only' setting   
    Changes
    Minor cosmetic changes Changed Export to PNG Sequence naming convention to use one underscore (myImage_000.png) instead of two (myImage__000.png), as the double underscore was causing issues on certain OS's and API's Bug Fixes
    Fixed a bug that made the right click image list for sprites not show up under certain circumstances Removed the 'Program Update' settings from the Steam version, as Steam handles updates and these settings had no effect. We'd also like to take this opportunity to mention some great new Spriter implementations in the works for several popular authoring systems. Here are links so you can get the specific details for each of them. (If we missed any new Spriter implementations, please let us know and we'll mention it in our next update.)
     
    Atomic Game Engine (Video) 
     
    Overlap 2d
     
    Clickteam Fusion  (Video) 
     
    We should also mention Spriter2Unity has also been updated to work with Unity 5.
     
     
    Speaking of runtimes, we'd like to humbly thank everyone again for your patience as we continue to work on the Spriter Pro reference implementation. As most of you may know, the goal is to provide a fully featured and easy to follow/port Spriter implementation, and the delay is in general because we are making sure the implementation is as flexible as possible, includes several up-coming features and improvements, and makes room for the easy addition of several planned features which will be a big part of Spriter's future. As this full and future-proof implementation develops we're very excited with what it will offer Spriter users, but it's also becoming obvious that there's a conflict between the need to make sure its done carefully and the desire to get it done quickly.
     
    For this reason we've decided its best for me to switch gears and make a much simpler reference implementation which perfectly supports all current features (but not the future features) so that people who need to port or finish a Spriter implementation sooner rather than later will have a concise and easy to follow example in the near future. The much more robust implementation will be the focus once the basic implementation is made available to everyone. We will deliver a detailed update regarding this 1.0 feature complete reference implementation within the next 14 days.
     
    Cheers,
    Edgar at BrashMonkey
  4. Like
    lucid got a reaction from LukeLanFaust in Reference Implementation Status Update (10/18/2015)   
    original post edited with 5/31 update 
  5. 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
  6. Like
    lucid got a reaction from DarrenOl in Spriter R3 Bug Thread   
    Please post bug and crash reports for Spriter R3 here.
  7. Like
    lucid got a reaction from JohnnyType in Spriter Pro on Steam for 75% off until Friday 1:00 PM EST!(Sale over)   
    Spriter Pro is available on Steam for 75% off until Friday (May 29th) 1:00 PM EST! http://store.steampowered.com/app/332360/ 
  8. Like
    lucid got a reaction from DarrenOl in Spriter Pro on Steam for 75% off until Friday 1:00 PM EST!(Sale over)   
    Spriter Pro is available on Steam for 75% off until Friday (May 29th) 1:00 PM EST! http://store.steampowered.com/app/332360/ 
  9. Like
    lucid got a reaction from codesaru in Reference Implementation Status Update (10/18/2015)   
    (update 10/18/2015) The first official reference implementation is ready for testing. More information here.
  10. Like
    lucid got a reaction from LukeLanFaust in Reference Implementation Status Update (10/18/2015)   
    original post edited with 5/24 update
  11. Like
    lucid got a reaction from LukeLanFaust in Reference Implementation Status Update (10/18/2015)   
    Yes, it will be well commented code that will serve as the meat of the documentation. The idea is that you should be able to do a copy/paste/edit port to any languages you need (including proprietary scripting languages. I do also plan to have separate overview documentation to tie it all together.For things like Unity that require documentation for some things like loading but not for the skeletal aspects, the loading/saving portions of code as well as the overview documentation should provide guidance whenever there's a feature that doesn't translate directly to a built in Unity feature, and also to ensure that any particular platform allows you to perform all of the expected actions as the reference implementation.
  12. Like
    lucid got a reaction from AlisaMesy in Spriter R4 Bug Thread   
    Please post bugs with Spriter R4 here.
  13. Like
    lucid got a reaction from JohnnyType in Reference Implementation Status Update (10/18/2015)   
    (update 10/18/2015) The first official reference implementation is ready for testing. More information here.
  14. Like
    lucid got a reaction from Dryynrins in Spriter R3 Released!   
    Hi everyone,
     
    We're please to announce the release of Spriter build R3, which includes some great new time saving features and bug fixes.
     
    First a quick note to Linux users.  Spriter for Linux is available to test on Steam.  We're not going to officially announce it as supported for Steam until we get some more users to confirm it works for them.  Please reply here if you get a chance to try it and it works, or if it doesn't, please post as many details as you can, such as OS version, 64 or 32 bit, any relevant error messages, etc.  If you own Spriter Pro on Steam, just log into Steam under Linux, and it should be available.
     
    As for Spriter R3, we've got handy new shortcuts for moving through the timeline, and a new batch export (to png/gif) feature.
     
    Here is a quick video showing showcasing whats new to R3 (Full Change-log at the bottom of this post):

       
    We hope this new build will save you time and make using Spriter an even more convenient and enjoyable experience, and we also hope you find it to be worth the wait.
    Speaking of waiting, we apologize for the prolonged silence in regards to the Spriter reference implementation we're working on. While it is our top priority until it's finished, there has been a great deal of preliminary planning, and careful design decisions to work through before the actual coding was begun.
     
    Our original plan was to create a basic implementation which covers only Spriter's current feature set as quickly as possible, but then realized that a rushed version would definitely cause the need for some fairly drastic re-writes in order to accommodate several of the up-coming features we have planned for the coming many months.

    This made us realize its a better idea to take the time needed to do it right...to make sure its as future/feature proof as possible, and that it's built from the ground up in anticipation of the upcoming expanded feature-set. In fact, some of the new features will just work instantly on any Spriter implementation ported from the reference implementation as soon as the feature becomes available in Spriter.  We've also done quite a bit of planning to ensure that even some of the larger upcoming features will require minimal additions to existing code.
    In other news, aside from the preliminary work for the implementation itself, as well as small bug fixes and new features to Spriter itself, we've also been very busy with many other investments in Spriter's future, including but not limited to commencing with the design and creation of a new art pack, which will not only introduce new animation and art content to Spriter's library (hint, not for a side-scrolling game type), but will also introduce several new features to Spriter itself. These new features will not only give this art pack an unprecedented level of customizability, but will also offer even more flexibility and options to all Spriter users for the creation of their own original content. (more on this up-coming new art pack is a future update. It's roughly half finished, but still several months away.)
    Again, we apologize for the not so regular updates, and we will make sure the next update won't take so long, and progress reports will be more frequent and more complete.  We'll do everything we can to make the implementation (and eventual new features that it will accommodate) well worth the wait. And of course, once we're finished, our focus will be on helping developers port this fully featured implementation to as many authoring systems languages as possible.
    Thanks again everyone for your support and patience.
    Cheers, Edgar at BrashMonkey


    Download Spriter R3 here if you don't have the Steam version or automatic update notifications on.
     
     
    Spriter Release 3
    Released 2/26/2015
     
    Additions and Enhancements
    Added Shift key modifier to shortcuts for Previous Keyframe and Next Keyframe (1 and 2 keys). Shift+1 and Shift+2 will go to the previous and next frame where the currently selected objects are keyed Added Control key modifier to shortcuts for Previous Keyframe and Next Keyframe (1 and 2 keys). Ctrl+1 and Ctrl+2 increment and decrement time by the currently set Snapping Interval, or by one millisecond if snapping is turned off Cleaned up Export to PNG/Gif Dialog to hide controls that don't apply to the current export settings Added new Pro Feature 'Batch Export' to the Export to PNG/Gif Dialog. Allows you to choose several animations to export at once Added 'Trim To Entity' as an option for the Source Rectangle when performing a Batch Export. This will choose one bounding box size that will fit all of the selected animations for each entity Added 'Trim To All Entities' as an option for the Source Rectangle when performing a Batch Export. This will choose one bounding box size that will fit all selected animations for all entities Bug Fixes
    Removed tutorial video playback within Spriter (video links are still available) as a temporary fix for some users who were experiencing crashes due to the feature Fixed a bug where creating a bone required several undos to revert instead of one Fixed a bug where the images in the File Palette weren't updated after the Reload All Images was pressed Fixed a crash that would occur if you attempted to close Spriter while in the middle of renaming an entity
  15. Like
    lucid reacted to weitnow in Spriter R4 Bug Thread   
    Hello Lucid
     
    Wow, very nice, thank you.....i am glad to repport, that now the steam-version of spriter is running under ubuntu 15.04 (64bit). Thank you again!
     
    My Problem is solved....because i can use the steam-version now....but just for your information, if i try the current non-steam-version of spriter, i still get the error "error while loading shared libraries: liblcms.so.1: cannot open shared object file: No such file or directory" under ubuntu 15.04 64bit.
     
    Thank you for your effort and the great product...i really like spriter.
     
    Spriter-Non-Steam-Version ->
     
    weitnow@jarvis:~/Downloads/SpriterR4_1(64)$ ls
    docs                      libMagickLicense.txt~     Spriter
    gif.la                    libMagickWand-6.Q16.so.2  SpriterEULA.txt
    gif.so                    libMagickWand.so.4        SpriterHelp.qch
    libMagick++-6.Q16.so.5    libsteam_api.so           SpriterHelp.qhc
    libMagickCore-6.Q16.so.2  png.la                    TexturePackerTemplates
    libMagickCore.so.4        png.so
    libMagickLicense.txt      ReadMeQtLGPL.txt
    weitnow@jarvis:~/Downloads/SpriterR4_1(64)$ ./Spriter
    ./Spriter: error while loading shared libraries: liblcms.so.1: cannot open shared object file: No such file or directory
     
  16. Like
    lucid got a reaction from RunnerPack in Fighting with "object_" names   
    Sorry I missed your reply, initially.  Glad you got it working, though.
     
    You probably already know this by now, but just to make sure or for anyone else who might stumble on this thread.  To reuse objects on new animations, you can either:
    Start a new animation by cloning a previous animation Copying the object from another existing animation (or copying an entire frame with Control - Shift - C) Dragging out objects you want to reuse from the object pane (Dragging images from File Palette creates a new object)
  17. Like
    lucid got a reaction from RunnerPack in Fighting with "object_" names   
    hi @esDotDev,
    There is a feature to help with this type of thing. It's undocumented, and thus hasn't been tested as much as the more well known features, so please make sure the first step you take is to begin with a backup scml or scon file.
     
    Make sure you're using a backup, and not the original file. If you have set any options in File|Other File Actions...|Custom Save Options aside from the 'prettify' options, unset them temporarily. Switch to the Object Pane in the Palette Window. The object pane shows a list of all objects in the entity along with every image it uses if it's a sprite. The problem now is that rather than every animation using it's own instance of a single object, each animation has it's own named object.
    Make sure 'Show Objects Already in Current Frame' is selected, and select every object you want to combine into one object.
    Then right click on the object with the name you'd like to keep, and choose 'Combine Selected Objects With'.  
    This will leave behind empty sprites for the objects that got combined, but when you save and reload your project they will be gone.


      Please let me know if you have any trouble.
  18. Like
    lucid got a reaction from Asuqytrau in Spriter R3 Released!   
    Hi everyone,
     
    We're please to announce the release of Spriter build R3, which includes some great new time saving features and bug fixes.
     
    First a quick note to Linux users.  Spriter for Linux is available to test on Steam.  We're not going to officially announce it as supported for Steam until we get some more users to confirm it works for them.  Please reply here if you get a chance to try it and it works, or if it doesn't, please post as many details as you can, such as OS version, 64 or 32 bit, any relevant error messages, etc.  If you own Spriter Pro on Steam, just log into Steam under Linux, and it should be available.
     
    As for Spriter R3, we've got handy new shortcuts for moving through the timeline, and a new batch export (to png/gif) feature.
     
    Here is a quick video showing showcasing whats new to R3 (Full Change-log at the bottom of this post):

       
    We hope this new build will save you time and make using Spriter an even more convenient and enjoyable experience, and we also hope you find it to be worth the wait.
    Speaking of waiting, we apologize for the prolonged silence in regards to the Spriter reference implementation we're working on. While it is our top priority until it's finished, there has been a great deal of preliminary planning, and careful design decisions to work through before the actual coding was begun.
     
    Our original plan was to create a basic implementation which covers only Spriter's current feature set as quickly as possible, but then realized that a rushed version would definitely cause the need for some fairly drastic re-writes in order to accommodate several of the up-coming features we have planned for the coming many months.

    This made us realize its a better idea to take the time needed to do it right...to make sure its as future/feature proof as possible, and that it's built from the ground up in anticipation of the upcoming expanded feature-set. In fact, some of the new features will just work instantly on any Spriter implementation ported from the reference implementation as soon as the feature becomes available in Spriter.  We've also done quite a bit of planning to ensure that even some of the larger upcoming features will require minimal additions to existing code.
    In other news, aside from the preliminary work for the implementation itself, as well as small bug fixes and new features to Spriter itself, we've also been very busy with many other investments in Spriter's future, including but not limited to commencing with the design and creation of a new art pack, which will not only introduce new animation and art content to Spriter's library (hint, not for a side-scrolling game type), but will also introduce several new features to Spriter itself. These new features will not only give this art pack an unprecedented level of customizability, but will also offer even more flexibility and options to all Spriter users for the creation of their own original content. (more on this up-coming new art pack is a future update. It's roughly half finished, but still several months away.)
    Again, we apologize for the not so regular updates, and we will make sure the next update won't take so long, and progress reports will be more frequent and more complete.  We'll do everything we can to make the implementation (and eventual new features that it will accommodate) well worth the wait. And of course, once we're finished, our focus will be on helping developers port this fully featured implementation to as many authoring systems languages as possible.
    Thanks again everyone for your support and patience.
    Cheers, Edgar at BrashMonkey


    Download Spriter R3 here if you don't have the Steam version or automatic update notifications on.
     
     
    Spriter Release 3
    Released 2/26/2015
     
    Additions and Enhancements
    Added Shift key modifier to shortcuts for Previous Keyframe and Next Keyframe (1 and 2 keys). Shift+1 and Shift+2 will go to the previous and next frame where the currently selected objects are keyed Added Control key modifier to shortcuts for Previous Keyframe and Next Keyframe (1 and 2 keys). Ctrl+1 and Ctrl+2 increment and decrement time by the currently set Snapping Interval, or by one millisecond if snapping is turned off Cleaned up Export to PNG/Gif Dialog to hide controls that don't apply to the current export settings Added new Pro Feature 'Batch Export' to the Export to PNG/Gif Dialog. Allows you to choose several animations to export at once Added 'Trim To Entity' as an option for the Source Rectangle when performing a Batch Export. This will choose one bounding box size that will fit all of the selected animations for each entity Added 'Trim To All Entities' as an option for the Source Rectangle when performing a Batch Export. This will choose one bounding box size that will fit all selected animations for all entities Bug Fixes
    Removed tutorial video playback within Spriter (video links are still available) as a temporary fix for some users who were experiencing crashes due to the feature Fixed a bug where creating a bone required several undos to revert instead of one Fixed a bug where the images in the File Palette weren't updated after the Reload All Images was pressed Fixed a crash that would occur if you attempted to close Spriter while in the middle of renaming an entity
  19. Like
    lucid got a reaction from LukeLanFaust in Reference Implementation Status Update (10/18/2015)   
    (update 10/18/2015) The first official reference implementation is ready for testing. More information here.
  20. Like
    lucid got a reaction from JohnnyType in Spriter version B6 Teaser!   

    Special Thanks to user TombMonkey for allowing us to use his awesome art.
  21. Like
    lucid reacted to AniMittra in Reference Implementation Status Update (10/18/2015)   
    This is the type of update I've been waiting months for! Thanks for finally putting us in the loop haha. Looking forward to the weekly updates.
  22. Like
    lucid got a reaction from sportrmhcnh in Spriter R3 Released!   
    Hi everyone,
     
    We're please to announce the release of Spriter build R3, which includes some great new time saving features and bug fixes.
     
    First a quick note to Linux users.  Spriter for Linux is available to test on Steam.  We're not going to officially announce it as supported for Steam until we get some more users to confirm it works for them.  Please reply here if you get a chance to try it and it works, or if it doesn't, please post as many details as you can, such as OS version, 64 or 32 bit, any relevant error messages, etc.  If you own Spriter Pro on Steam, just log into Steam under Linux, and it should be available.
     
    As for Spriter R3, we've got handy new shortcuts for moving through the timeline, and a new batch export (to png/gif) feature.
     
    Here is a quick video showing showcasing whats new to R3 (Full Change-log at the bottom of this post):

       
    We hope this new build will save you time and make using Spriter an even more convenient and enjoyable experience, and we also hope you find it to be worth the wait.
    Speaking of waiting, we apologize for the prolonged silence in regards to the Spriter reference implementation we're working on. While it is our top priority until it's finished, there has been a great deal of preliminary planning, and careful design decisions to work through before the actual coding was begun.
     
    Our original plan was to create a basic implementation which covers only Spriter's current feature set as quickly as possible, but then realized that a rushed version would definitely cause the need for some fairly drastic re-writes in order to accommodate several of the up-coming features we have planned for the coming many months.

    This made us realize its a better idea to take the time needed to do it right...to make sure its as future/feature proof as possible, and that it's built from the ground up in anticipation of the upcoming expanded feature-set. In fact, some of the new features will just work instantly on any Spriter implementation ported from the reference implementation as soon as the feature becomes available in Spriter.  We've also done quite a bit of planning to ensure that even some of the larger upcoming features will require minimal additions to existing code.
    In other news, aside from the preliminary work for the implementation itself, as well as small bug fixes and new features to Spriter itself, we've also been very busy with many other investments in Spriter's future, including but not limited to commencing with the design and creation of a new art pack, which will not only introduce new animation and art content to Spriter's library (hint, not for a side-scrolling game type), but will also introduce several new features to Spriter itself. These new features will not only give this art pack an unprecedented level of customizability, but will also offer even more flexibility and options to all Spriter users for the creation of their own original content. (more on this up-coming new art pack is a future update. It's roughly half finished, but still several months away.)
    Again, we apologize for the not so regular updates, and we will make sure the next update won't take so long, and progress reports will be more frequent and more complete.  We'll do everything we can to make the implementation (and eventual new features that it will accommodate) well worth the wait. And of course, once we're finished, our focus will be on helping developers port this fully featured implementation to as many authoring systems languages as possible.
    Thanks again everyone for your support and patience.
    Cheers, Edgar at BrashMonkey


    Download Spriter R3 here if you don't have the Steam version or automatic update notifications on.
     
     
    Spriter Release 3
    Released 2/26/2015
     
    Additions and Enhancements
    Added Shift key modifier to shortcuts for Previous Keyframe and Next Keyframe (1 and 2 keys). Shift+1 and Shift+2 will go to the previous and next frame where the currently selected objects are keyed Added Control key modifier to shortcuts for Previous Keyframe and Next Keyframe (1 and 2 keys). Ctrl+1 and Ctrl+2 increment and decrement time by the currently set Snapping Interval, or by one millisecond if snapping is turned off Cleaned up Export to PNG/Gif Dialog to hide controls that don't apply to the current export settings Added new Pro Feature 'Batch Export' to the Export to PNG/Gif Dialog. Allows you to choose several animations to export at once Added 'Trim To Entity' as an option for the Source Rectangle when performing a Batch Export. This will choose one bounding box size that will fit all of the selected animations for each entity Added 'Trim To All Entities' as an option for the Source Rectangle when performing a Batch Export. This will choose one bounding box size that will fit all selected animations for all entities Bug Fixes
    Removed tutorial video playback within Spriter (video links are still available) as a temporary fix for some users who were experiencing crashes due to the feature Fixed a bug where creating a bone required several undos to revert instead of one Fixed a bug where the images in the File Palette weren't updated after the Reload All Images was pressed Fixed a crash that would occur if you attempted to close Spriter while in the middle of renaming an entity
  23. Like
    lucid got a reaction from DarrenOl in Reference Implementation Status Update (10/18/2015)   
    (update 10/18/2015) The first official reference implementation is ready for testing. More information here.
  24. Like
    lucid got a reaction from Arrgincey in Reference Implementation Status Update (10/18/2015)   
    (update 10/18/2015) The first official reference implementation is ready for testing. More information here.
  25. Like
    lucid got a reaction from DarrenOl in Spriter R3 Released!   
    Hi everyone,
     
    We're please to announce the release of Spriter build R3, which includes some great new time saving features and bug fixes.
     
    First a quick note to Linux users.  Spriter for Linux is available to test on Steam.  We're not going to officially announce it as supported for Steam until we get some more users to confirm it works for them.  Please reply here if you get a chance to try it and it works, or if it doesn't, please post as many details as you can, such as OS version, 64 or 32 bit, any relevant error messages, etc.  If you own Spriter Pro on Steam, just log into Steam under Linux, and it should be available.
     
    As for Spriter R3, we've got handy new shortcuts for moving through the timeline, and a new batch export (to png/gif) feature.
     
    Here is a quick video showing showcasing whats new to R3 (Full Change-log at the bottom of this post):

       
    We hope this new build will save you time and make using Spriter an even more convenient and enjoyable experience, and we also hope you find it to be worth the wait.
    Speaking of waiting, we apologize for the prolonged silence in regards to the Spriter reference implementation we're working on. While it is our top priority until it's finished, there has been a great deal of preliminary planning, and careful design decisions to work through before the actual coding was begun.
     
    Our original plan was to create a basic implementation which covers only Spriter's current feature set as quickly as possible, but then realized that a rushed version would definitely cause the need for some fairly drastic re-writes in order to accommodate several of the up-coming features we have planned for the coming many months.

    This made us realize its a better idea to take the time needed to do it right...to make sure its as future/feature proof as possible, and that it's built from the ground up in anticipation of the upcoming expanded feature-set. In fact, some of the new features will just work instantly on any Spriter implementation ported from the reference implementation as soon as the feature becomes available in Spriter.  We've also done quite a bit of planning to ensure that even some of the larger upcoming features will require minimal additions to existing code.
    In other news, aside from the preliminary work for the implementation itself, as well as small bug fixes and new features to Spriter itself, we've also been very busy with many other investments in Spriter's future, including but not limited to commencing with the design and creation of a new art pack, which will not only introduce new animation and art content to Spriter's library (hint, not for a side-scrolling game type), but will also introduce several new features to Spriter itself. These new features will not only give this art pack an unprecedented level of customizability, but will also offer even more flexibility and options to all Spriter users for the creation of their own original content. (more on this up-coming new art pack is a future update. It's roughly half finished, but still several months away.)
    Again, we apologize for the not so regular updates, and we will make sure the next update won't take so long, and progress reports will be more frequent and more complete.  We'll do everything we can to make the implementation (and eventual new features that it will accommodate) well worth the wait. And of course, once we're finished, our focus will be on helping developers port this fully featured implementation to as many authoring systems languages as possible.
    Thanks again everyone for your support and patience.
    Cheers, Edgar at BrashMonkey


    Download Spriter R3 here if you don't have the Steam version or automatic update notifications on.
     
     
    Spriter Release 3
    Released 2/26/2015
     
    Additions and Enhancements
    Added Shift key modifier to shortcuts for Previous Keyframe and Next Keyframe (1 and 2 keys). Shift+1 and Shift+2 will go to the previous and next frame where the currently selected objects are keyed Added Control key modifier to shortcuts for Previous Keyframe and Next Keyframe (1 and 2 keys). Ctrl+1 and Ctrl+2 increment and decrement time by the currently set Snapping Interval, or by one millisecond if snapping is turned off Cleaned up Export to PNG/Gif Dialog to hide controls that don't apply to the current export settings Added new Pro Feature 'Batch Export' to the Export to PNG/Gif Dialog. Allows you to choose several animations to export at once Added 'Trim To Entity' as an option for the Source Rectangle when performing a Batch Export. This will choose one bounding box size that will fit all of the selected animations for each entity Added 'Trim To All Entities' as an option for the Source Rectangle when performing a Batch Export. This will choose one bounding box size that will fit all selected animations for all entities Bug Fixes
    Removed tutorial video playback within Spriter (video links are still available) as a temporary fix for some users who were experiencing crashes due to the feature Fixed a bug where creating a bone required several undos to revert instead of one Fixed a bug where the images in the File Palette weren't updated after the Reload All Images was pressed Fixed a crash that would occur if you attempted to close Spriter while in the middle of renaming an entity
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