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TristanFat

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  1. Like
    TristanFat reacted to gladiusmore in Color Transition Animation   
    Hello All,
    I wanted to ask if we can animate color transition in Spriter. Is that possible in spriter, are there any tutorials about this? Maybe changing the color on the spriter, or providing 2 different images.
    For example : i have red gem sprite and blue gem sprite. Can i animate the color transition from red to blue, smoothly ?
     
      I am sorry if there's any tutorial or topic related about this in this forum. Thank you for the chance. :D
  2. Like
    TristanFat reacted to lucid 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
  3. Like
    TristanFat reacted to shaiketdas in I don't see the IK menu on right clicking a bone   
    (I have activated the pro version)
     
    I had watched a video where there was an option to right click on a bone which pops up a menu with couple of options including IK, however when I right click I do not see that menu. My current version is 4.1. What I am seeing is a larger menu with the following options.
     
    Show All Objects
    Hide Selected Objects
    Unlock All Objects
    Lock Selected Objects
    Deselect All
    Copy Selected Items to All Frames
    Copy Selected Item Property to All Frames...
     
    Am I missing something? Or has the IK options moved some where else?
     
    Thanks!
    Shaiket
     
     
     
     
  4. Like
    TristanFat reacted to lucid in Art Packs now on Steam. New Price.   
    Hi Everyone,
    We're pleased to announce that our 4 fully animated Art Packs for use with Spriter are now available on Steam as of 4 pm today. June 4th EST.
    In conjunction with their Steam release we're also introducing a new, lower price point for them and all future art packs, not just on Steam, but on our own Web Store and on affiliate stores as well.
    Here are previews of all of the currently available art packs, along with their new prices:
    Game Effects Pack $12.99 Basic Platformer Pack $24.99 Adventure Platformer Pack $24.99 Run N' Gun Platformer Pack $24.99 In addition to this substantial price reduction, in celebration of their introduction, all art packs are currently on sale on Steam for 50 percent off, making this an excellent opportunity to snatch up these royalty free Spriter animations Packs for your current and future game projects at an unprecedented low price. For those who have already purchased one or more of our full Art Packs from our web store or any of our affiliates (Not Steam) BEFORE they became available on Steam, please keep an eye out in your in-box for an update email (for the Art Packs you purchased) automatically upgrading it to drastically increase your content. Here's what to expect:
    If you already purchased the Effects Pack, then you'll receive the Basic Platformer Pack for free.
    If you already purchased any one of the Platformer Packs you'll receive all other Platformer Packs for free.
    If you already purchased any of the bundles of 2 Art Packs then you'll receive all the other remaining Art Packs and the next Art Pack we release as well for free.
    If you purchased the all Art Packs bundle you'll receive all current and all future art packs we release for free. If you purchased more than one art pack, but one at a time you should qualify for numbers 3 or 4 above, then please email support@brashmonkey.com with the details of each purchase and make the subject title of the email “Art Pack bundle equivalent upgrade” (without quotes) And we'll upgrade your product description in our system and send you the additional art packs. If four days from now you still haven't received your automatic upgrade email, please contact support@brashmonkey.com with your original purchase information for your art packs or bundles and make the subject title of the email “Did not receive art packs upgrade” (without quotes) 
    In related news, we're currently working on 2 new Animated Art Packs which we plan to reveal more about within roughly a month.
    Cheers!
  5. Like
    TristanFat reacted to bob2 in freeform deformation   
    Any word on when FFD will be added properly?
     
    It seems like you've said its "coming soon" (to quote your webpage) for a very long time to the point where it's getting to be a joke.
     
    I'd really like to buy but i'm holding out for this, or do i accept that its no a priority for you and just spend the extra cash and get spine?
     
    Thanks.
  6. Like
    TristanFat reacted to bwwd in S curve in spriter   
    Why it works so weird, speeds up then slowdowns noticeably in the middle between keyframes, its not how its supposed to be, in spine it works perfectly but here in spriter its strange, also im using in to smoothout last keyframe with first one because it doesnt work too well in the middle of animation, there is something wrong with implementation of curves in spriter, do you guys actually tested it in the middle of animation, it looks bad, kinda useless i would say, only useful if you have 2 keyframes for entire animation, then it works fine , but if you have more than 2 and youre using S curve for all keyframes then its very strange motion, even worse than linear , in spine its all perfect when you use S curve for all keyframes.Why is that ?
    When im using S curve in spriter for multiple keyframes (3 or more) then It looks like its still linear but it speeds up/ slowdowns in a weird manner.
    Also can you guys do something like blender has , so its using S curve by default ? Some sort of switch , so i wouldnt have to select curves on all keyframes , just tick box and it would use S curves automatically.
    Linear curve is quite bad for animation.Do you guys have any spriter example of walkcycle using S curves on entire animation ? I do and it looks very bad straight from spriter.
     
    ----
     
    So after a couple of irritating results here is my test with S curve in spriter, there are 3 keyframes all with S curve there, this one :
    http://i.imgur.com/YCYfFBG.jpg
     

     
    Keyframes are on 0,300 and 600, timeline has lenght of 900, animation starts with head on bottom, look how speedup is last one (from top to bottom) , its not how it should be ! Obviously S curve doesnt work properly on more than 2 frames and id say its a
    serious problem.
     
     

     
    ---------
    I made some more experiments and i found out what is wrong, its the main keyframes on very top !!
    IF you change them to use S curve then they wont change S curve for all bones on this particular point on timeline, when you take a look at keyframes for particular bones - theyre still linear ! This is very strange,  so what's the use of changing that curve on main keyframe on top ? The one that moves all other keyframes if you move it .
    This is created by adjusting S curve on keyfram of this particular bone instead of keyframe on very top and it works fine !

    I would prefere to change keyframes curve by using the main keyframes on top, i dont want to change curves on my entire rig so many times , there should be some better way to do it, i thought that main keyframe will change curve for all bones below it but its not how it works, so why it even has curve to adjust ? Can you guys do something about it , changing curves like that on all bones in animation multiple times is insane !
    Anyway there still should not be that speedup after 3rd keyframe in first animation, so there is something wrong there definitely, becuse on first example S curve works fine from 0 to 1st keyframe and 1st to 2nd but from 2nd to end it doesnt work too well.
    How to change curve on multiple bones, or all of them? i select all of them then second mouse button and menu pops up to pick curve, linear instant or custom S, so i do it but when i check them after this then they keyframes curves arent changed at all , just single one !
    I would even pay extra $$ for spriter version that doesnt use linear curves at all, only S shaped one, cubic with 2 points (top,bottom)or bezier S by default.Linear is fine for robotic movement, tricky to use it for decent animation of living creatures.
    IF i cant change curves in all keys in spriuter then can i open spriter project as TXT file and replace some lines to get S curves on all keyframes ?
    Also if you guys ever fix this issue with curves then please add preset for S curve, i dont want to create it myself everytime i choose other curve than linear, it will save A LOT of time, when i click 2nd mouse button on keyframe then in small popup menu  should be linear, S curve and instant curve, and then on very bottom "edit curve" or something.now its only linear ,instant and edit your curve, and then even more stuff to click and click and click and click and wow i changed it to S curve finally !
    --
    yeah i figured out, i can replace curve in spriter file on keyframe with curve_type="bezier" c1="0.2879" c2="0" c3="0.7189" c4="0.995261" spin="0"> but its still painful, i think even more than changing it in spriter itself oh why  :-|
    Also i noticed if you will save main keyframe on top with bezier curve then all other keyframes below it will still use default linear curve, its a bug or something else ?
    +++
    Tried again, this time i changed all main keyframes to use S curve and.... it did used curve on all main keyframes ( including last ones, dont ask me why ! i dont know why it worked, but "worked" and result is not what i would expect form s curve:

    see how its very robotic ? its worse than linear !
    This is linear for example :

    Its much better but it shouldnt be !
    I dont know why is that, how custom curves are used in spriter but this is not how outcome should look like  :-|  weird staccato movement, now "stops" that i want to avoid from linear are even more pronounced and its very bad !!
    --LOL i disovered that using bezier /S curve gets identical results to using this curve:

    So maybe spriter displays graphs and curves but doesnt really use them properly, because how is it possible that S curve and this curve "peak" gets the same staccato results ?! Try it yourself guys.
    It simply speeds up in the middle of keyframes then slowdown close to keyframes, which is wrong.
    This is how curves are handled in blender :
    http://wiki.blender.org/index.php/User:Jaredr122/Doc:2.6/Manual/Animation/Editors/Graph/FCurves
  7. Like
    TristanFat reacted to lucid 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
  8. Like
    TristanFat reacted to saga55555 in Asking about deform/meshes feature   
    Hi, I using Spriter for a year now and I really like it.  It's easy to use and understand.  I already finished my first game with Spriter.
     
        I want is ask is "What is  the estimate date for deform/meshes feature release?"  I planned to start my 2nd game in the next 2 months and this time I want to make larger images and better movement.  So I think this feature is must need for my 2nd game.
     
        I see the beta version that can use this feature and really want to use it (if the full version with deform/meshes not come on time :P)  But seem like it's not available for download now  -.-"
     
    Thank you and sorry for my English ^.^
  9. Like
    TristanFat reacted to didier guagliano in I don't find serial   
    Hello i just bought spriter pro but I don't find the serial number in the folder I downloaded ... Do someone kwow where i can find it ?
    thank you :)
     
  10. Like
    TristanFat reacted to Mike at BrashMonkey in Spriter R4 Bug Thread   
    Ah, there was the problem. I viewed the GIF in a browser that refused to play it.. I thought it was a single frame. I was not seeing the frame with the obvious IU popping up into it.
     
    Thanks,
    Mike at BrashMonkey
  11. Like
    TristanFat reacted to Mike at BrashMonkey in Welcome to Brash Monkey's Spriter forum   
    Hi everyone,
    Thanks for trying Spriter. I look forward to feature suggestions and bug reports.
  12. Like
    TristanFat reacted to Mike at BrashMonkey in Spriter R4 Bug Thread   
    Hi themajichan,
     
    This looks like a known compatibility issue with certain mac's OpenGL support.
     
    Please choose view/disable OpenGL from Spriter's window and then restart Spriter.  Hopefully this is fix the issue for you.
     
    We're working on improving compatibility and performance with future free update builds.
     
    Thanks for your patience.
     
    Cheers.
    -Mike at BrashMonkey
     
  13. Like
    TristanFat reacted to systemExklusiv in How to let Spriter participate in Box2D with libGdx   
    Hello everyone!
     
    I'm pondering on how to let a Spriter's sprite take part in B2D physics world. First of all my general question: How would you do it?
     
    My thoughts so far:
    First of all I used the loader/drawer of trixt0r to get to ready setup libGdx Sprites conveniently. From tis point I tried to get them taking part in physics.
     
    a) My first idea was to make out of each object/box of an entity a static B2D-Body which get a rectangular shape. The rect-shape is just for simplicity - of course the don't yield perfect coillsion.
    These bodies get updated each frame when the Spriter animation renders to get new x,y and rotation.
    By doing this, the texture regions of the sprite are sync'ed with the body's fixture shape.
    It follows a screenshot of the Spriters monster-Sprite, where all the objects (trixt0r lib for libGdx) which have textures attached to have a green bounding box around them. These Boxes are also shapes attached to B2D-Bodies (as fixture shape).
     

    This works so far unless I want to apply force to the monster itself. The problem is that the animation itself is controlling the physics not vice versa.
    I 'd want to let the monster fall down, I would have to make these by translation the coordinates of the Sprite instead of letting the Word control the position e.g.  when its no longer grounded because there is no body underneath - thus I'm loosing the a lot of the advantages of a physics sim. 
    I pasted in some code for setting this up (the following iteration is based on the code of libGdxDrawer class of trixt0r except the b2d stuff) - just to get the idea.
    public static void setUpBodiesToWorld(Player player, Loader<SpriteBox2D> loader,World world) { Iterator<Timeline.Key.Object> it = player.objectIterator(); while(it.hasNext()){ // itereation over all the objects with a libGdx-Sprite Timeline.Key.Object object = it.next(); /* the loader is of tpe Loader<SpriteBox2d> - its like Sprite , I put just a public field for the body in it */ SpriteBox2D sprite = loader.get(object.ref); /*Setting up the fixture shape of the body - below is just an example for taking the objects-boxes a shapes for bodies */ PolygonShape box = new PolygonShape(); box.setAsBox(sprite.getWidth() / 2 * sprite.getScaleX() , sprite.getHeight() / 2 * sprite.getScaleY() , vector.set(sprite.getX(), sprite.getY()), sprite.getRotation() * MathUtils.degRad); BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = BodyDef.BodyType.StaticBody; Body body = world.createBody(boxBodyDef); /*assigning the body and making a association between the TextureRegion and the body When rendering the sprite, the body can be easily retrieved and positioned*/ sprite.body = body; Fixture fixture = body.createFixture(box, 1); fixture.setUserData(sprite); box.dispose(); } }  When the libGdx-Drawer iterates over the Player and retrieves the Sprites an additional body can be retrieved and positioned.
     
    b > My second guess was to draw a static form around the sprite (like the orange ellipse in the screenshot) which encompasses roughly the sprite. This shape is the bodyshape in B2D and keeps track of the curren pos and rotation.
    The sprite positions accordingly to the shape - but with odd visual side effects - e.g. things which look like they should collide don't and vice versa.
     
    I believe the main problem is that the physics aren't involved animating the bones and its difficult to make them behave physically afterwards.
     
    What are your thoughts/Experiences?
     
    Thanks david
     
     
     
     
  14. Like
    TristanFat reacted to Stinky in Make a Blender exporter for your SCML file format.   
    Spriter is wondrful, I am enjoying every second of my new Pro verson.

    I am an Avid Blender user. I have used it for my personal and professional projects for years now. Blender has lots of animation tools that would take BrashMonkey years to re-invent for their application. Blender hs been in development since the days of the Amiga, so it is not fair to compare the animation system to Spriters bone system.

    I think If you guys made a propriatory exporter for Blender, for your fileformat, you would get a HUGE following.( I would be your first customer i would pay up to $30 today).

    If you guys are not savy with Python, you can ask Cambo (MR. Cambell) on the Blender Artsits scripting help forums. He works at a really reasonable rate, and you guys would have the market cornered from blender users too.  There is currently no way to import the Sound files in sequence with the animation frames from blenders sequencer to Unity.
     
    You can reach them at /server irc.freenode.net, and /join #blendercoders from any IRC client. Ton (the main blender guy) is almost always there with a fake name. I am sure they would love to talk, and share ideas with you. They are very nice people. They even help out non-programmers like me sometimes. You may even get invited to Amsterdam next time you are on vacation, they are neat people.

    You guys would rock that entire blender/unity community. Not to mention you would bridge the gap between Blender and 2d engines like Construct 2.

    Anyway, I love Spriter and love the directions it is going. I can make some really great stuff with it, with very little effort.

    It would sure be great to be able to pipe things back and fourth from Blender.

    TIA for reading this :) Sorry for my  poor english, i have not lived around here very long.
     
  15. Like
    TristanFat reacted to LukeLanFaust in Spriter R4 Bug Thread   
    I downloaded the nixarn's example and I can confirm this is happening on my PC too. I'm using the current R4.1 version on windows 8.1.
     
    All I can assume is that it's trying to modify data that was left behind from the previous images.
     
    EDIT: I've narrowed it down. It only happens when there are absolutely no keyframes in the timeline. If you leave any keyframe, it will not happen. My guess is that it checks position 0 first (in an array or data structure?), but since there's no data to be parsed it'll freeze.
     
    Best of luck!
  16. Like
    TristanFat reacted to lucid 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.
  17. Like
    TristanFat reacted to lucid 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
    TristanFat reacted to iamchairs in Mac Trouble   
    Just got Spriter Pro through steam. First problem I've noticed is that the Object Properties panel input are squashed vertically so I can't see them. I can just click on the input and edit the values but unless I remember I can't ever see them again.
     

     
    Also I just saved this file as an scml file and reopened it to see if that would fix it and when I did half of my keyframes disappeared.
  19. Like
    TristanFat reacted to bwwd in Bug with deleting "ghost keyframes" , spriter file included to recreate it   
    I have weird issue with keyframes, i started do fix my idle anmation to use S curves between 2 frames so i want every bone to have only 2 keyframes  but suddenly when i started to delete some keyframes then they came back later and if i remove all of the keyframes but first from some partiucular bone then one of the deleted keyframes reappear immediately after delete( i guess that one is the "Real one" and other ones were ghosts but still - it should not came back.
    This is very strange, here is spriter project to test it :
    https://drive.google.com/file/d/0B8RnYSep1u_YTy1WREV3T1pBZUE/view?usp=sharing
     
    Go to Idle animation and "handsh" skin or "sword" skin on timeline on bottom for example and you can see its keyframes

    You see what a mess ? I dont animate like that, its previous positions of keyframes that appear as ghosts.
    Remove all "handsh" keyframes from timeline but leave first one, then look how one keyframe appears again, this happens for other bones as well, try to delete some keyframes even multiple times.
    This doesnt happen only to skins keyframes, it happened to bones keyframes as well but somehow i managed to remove them, and then save the project, after opening "ghost" keyframes were not there, but i did that previously and ghost keyframes came back several times.
    I found out that these are some leftover "ghost" keyfames that dont really affect animation but they are very very confusing because i dont know which one is real one.
    If you cant reproduce this i will make video. :)
     
    There is another bug i just found whch may be related to this issue or not... i dont know yet.
    Heres video:
    https://drive.google.com/file/d/0B8RnYSep1u_YM2JVNkc2TkEzT0U/view?usp=sharing
     
    Start new animation, place sprite, then move its keyframe forward on timeline  and release mouse button , move it agan , move again, as you see spriter wont autodelete main  keyframe on top from previous keyframe position - this is bad, and its a bug, it should remove it because there's no keyframe for anything there anymore.It should remove that keyframe from top as soon as you will move that lower keyframe below it.
     
    My other issue is with default spruiter setting to create keyframes for all child bones of parent if i will move that parent, this is weird.
    I want only keyframe on that particular parent bone  not on its child bones but spriter creates keyframes on its child bones as well , now i have to manually delete them from child bones everytime i move that parent bone, something to disable this would help A LOT.
  20. Like
    TristanFat reacted to aiat_gamer in Trying to IK menu hangs up partially   
    In this project I am working on, every time I try to use the IK menu I have a partial hang up...it is really weird, it looks like the mouse button stops working even in windows (i can only use keyboard). This stays until I try to force spriter to close using alt+cntrl+del. 
    It is really weird!!
  21. Like
    TristanFat reacted to ranosfera in Spriter Pro crash when im using it...   
    Hi guys, im new at this community i just bought my spriter pro license, and when i open it via steam, i usually load a quick char im working on and, it crash.. not instantly but any time, yesterday i use sprite like 20 min and crash, then i open again and stop to crash i work on it like an hour or something like that? im running it in win 8 64bits, any suggestions to fix the problem?
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