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Johannes

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  1. I definitely like this idea. The way I would see it is during development you save your data as a folder, then once it's finalized and wish to have things be nice and compressed you export it as the 'spz' file. You would write your engine to be able to read both. Spriter should be able to import/export these formats just like it can from plain files right now.
  2. Agreed, for clarity's sake and to avoid possible confusion that button should be changed from 'buy now' to 'preorder now'
  3. Johannes

    Mac OSX

    Also I've been able to run the current (older) Spriter beta with both Virtual Machines (tried VMWare Fusion and Parallels - both with windows 7) as well as on bootcamp, and have had moderate success with wine (crossover for mac). It's not ideal, but should hold us over until a native build comes with 1.0
  4. Hmm, I haven't tried it with XP or Virtualbox yet. Make sure though that you install the dependencies that you need - one for DirectX and one for Microsoft Visual C++. Check my reply above for a link two both. Best of luck!
  5. Excellent, thanks for keeping us up to date! +1 for the C++ API here as well =)
  6. Semi off-topic, but are you guys planning on setting up a proper bug/suggestion tracker in addition to the forums, or are you planning to stick with just the forums for now?
  7. Is there a way to possibly retroactively gain access to the private forums, such as with an extra donation or purchase?
  8. As far as I understand (and mods or other people in the know please correct me here if I'm wrong), there is currently only the public beta version.
  9. My apologies if this has been mentioned before: When using Autodesk's Maya I really liked how you could effortlessly link any variable of one object to drive a variable of another object. For example, Let's say I want to animate a car driving along. I could make a car with wheels, facing in the X direction. and I would then choose the car's X position and link it to linearly affect the Z rotation of the wheels. The effective equation this created is: Wheel.Current_Z_rot = Wheel.Original_Z_rot + (Car.Original_X_pos - Car.Current_X_pos) * rotation_Scalar ; Where the 'Original_' values are the values that these variables had at the creation of the link, and 'rotation_Scalar' allows you to easily tweak how fast the wheels spin relatively to how fast the position changes. Once that's set up I could just animate the car's X position, tween it as I want, and would never have to worry about the wheels looking believable - the link I established means that they always rotate correctly in relation to the position. Something like this would be excellent to have in Spriter.
  10. Unfortunately I still get the same error, even after installing the redistributable you linked me there in a new bottle: I'll try fiddling with it some more.
  11. I get the same error when trying to run Spriter in crossover for Mac (please see this topic). I installed the required c++ Redistributable to my bottle via the link you provided, but the error persists. I was also never prompted to install the c++ redistributable while running the Spriter installer, even before I installed the file you provided. I was however able to get Spriter running on both my VMWare virtual machine as well as my bootcamp installation. I think that running it in wine might work once the program includes all the dependencies, since that seems to be more of a general issue right now.
  12. Thanks for the support! After some more digging it seems the error I got was not specific to wine. The same issue has been mentioned in other places on the forums. Basically the current build of the beta has some specific dependencies: a certain version of DirectX (August 2008) and a certain version of Microsoft Visual C++ (the exact version is linked in this post) While installing these dependencies in my VMWare virtual machine has allowed Spriter to run there, the same error still persists in my crossover installation, even after installing the same dependencies (even using the same installer files as with the virtual machine. I have a feeling that once these dependencies are included in a future beta build that this error will go away, and hopefully then spriter will run under wine without issue.
  13. I would definitely like a well-documented and up-to-date API more than anything. This will allow anyone to make plugins for their favorite platforms.
  14. This topic is to try and install Spriter on mac using Crossover for mac. As a Mac user Spriter currently works great for me in Parallels/VMWare and Bootcamp, but I'd like to try getting it to run natively, at least until the devs release a mac version as they've promised in some of the recent kickstarter updates. So far I haven't had much luck when attempting to install Spriter through Crossover - I get the following message when I attempt to do so: . This is in a brand new Vista bottle that I installed the following Runtimes on: [*:23shtiwg]DirectX 9 [*:23shtiwg]'Microsoft DirectX Runtime - Modern [*:23shtiwg]Microsoft .NET Framework 3.5 (which automatically installs 1.0 through 3.5) [*:23shtiwg]Microsoft C++ 2008 Redistributable Please keep in mind that this is purely an academic endeavor. I'm well aware that I can run Spriter via other means on a mac, and that a mac version is indeed planned. Any thoughts or tips would be much appreciated here, especially if you are someone with wine experience.
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