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Mike at BrashMonkey

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Mike at BrashMonkey last won the day on February 27

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About Mike at BrashMonkey

  • Birthday 04/28/1974

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  • Website URL
    https://brashmonkey.com

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  • Gender
    Male
  • Location
    Saint Ave France
  • Interests
    art, video games, writing

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Mike at BrashMonkey's Achievements

  1. @Vancen did you uninstall all the versions of Visual studio first? (before installing Visual Studio 2013 )? Is your system a 32 bi or 64 bit system? If 64 bit you need to install both the 32 and 64 bit versions of Visual studio 2013 Apparently several people who run into this error resolve it by simply installing the latest DirectX from the official windows sight. It's also very important to restart the computer after trying these options, as the 'fix' often doesn't take effect until after a reboot. I also found these potential steps to resolve the issue: https://www.techadvisor.com/article/727659/how-to-fix-application-unable-to-start-correctly-error-0xc000007b.html
  2. Hi Vancen, Which version of Windows do you have? Also, the easiest method which has worked for most other users with the issue is to install the test of the Adobe creative cloud, because that apparently requires the same DLL as Spriter Pro does. The other option is trickier and more time consuming, which this: IMPORTANT: If you try to install Visual Studio 2013 and the installer says you already have a newer version, then you need to uninstall the newer version so that 2013 can successfully install. Windows update will later install the latest version, but you'll keep the DLL Files Spriter needed. Please install the Visual Studio 2013 C++ runtime. If you are on 32 bit Windows you only need the 32 bit version (x86). If you are on 64 bit Windows, you will need to install both the 32 bit (_x86) and 64 bit versions. http://download.microsoft.com/download/0/5/6/056dcda9-d667-4e27-8001-8a0c6971d6b1/vcredist_x64.exe The 32 bit version can be found here:http://download.microsoft.com/download/0/5/6/056dcda9-d667-4e27-8001-8a0c6971d6b1/vcredist_x86.exe
  3. @Asukirik Did you experiment first to see if the alpha channels are the cause of the issue? What about if you use the same image but do NOT make it skin mode?
  4. @Asukirik This really looks to me like the renderer of skin mode objects did not anticipate alpha masks.. I'm assuming your image is a gradient into more and more translucent colors. Have you tried using a solid PNG (only either completely opaque pixls or completely transparent pixels in the image, like for a body part) to see of that looks right?
  5. looks like what? did you try to attach an image? Skin mode was a proof of concept unfinished features and has several known bugs, but I'm not sure if what you experienced is one of those known bugs so don't know how to work around it. I have a feeling there's some small step you're not doing after creating the skin objects but before saving to finalize their state as a skin object and that's causing whatever the issue is when you reload the project, but that's just a guess.
  6. @Rezzin8 No, you can access it from here if you own Spriter Pro or the Spriter 2 pre-order here. If you do, go to the main page here and scroll down and look for Spriter 2 Private Alpha forum and read through the first post in: Spriter 2 Discussion, which is called Spriter 2 Preview. It will explain how to access the Alpha build.
  7. @vipin Although they are imported into the frame, they do not exist at runtime when not in use. They should also all be 'wrapped' together so clicking any of them selects them all for easily moving them around. There is another option which is to use the draw-self mode, which you can learn about in this video: Sorry for the very late reply. Somehow several posts from people ended up in some kind of limbo and I did not see them at all until today.
  8. I'm very sorry Malenko. I have no idea what happened. Somehow your post has been invisible and not seen in the approval que until now. (nearly a year later). No one else has reported this issue since, so I'm assuming the issue is resolved. I'm hoping you were able to contact us via another means like our Youtube or other social media accounts. If not, my apologies. Now I'm worried other people posted only to have their post end up in approval limbo as well.
  9. @JSamDraws IK is already present in the newest Alpha build of Spriter 2. Regarding other features, there will be many equivalent type features such as Character maps, but everything will work fairly differently and use a different file format, so Spriter 2 will not be able to load or manipulate Spriter Pro files. We also can't guarantee all features from Sprite Pro will have an equivalent in Spriter 2, but most will.
  10. @JSamDraws IK is already present in the newest Alpha build of Spriter 2. Regarding other features, there will be many equivalent type features such as Character maps, but everything will work fairly differently and use a different file format, so Spriter 2 will not be able to load or manipulate Spriter Pro files. We also can't guarantee all features from Sprite Pro will have an equivalent in Spriter 2, but most will.
  11. @Dexter Le Blanc @KeithG27 If you purchased Spriter Pro or the Spriter 2 pre-order here on our store, then you should see a special forum section called "Spriter 2 Private Alpha". Go there and read the first post "Spriter 2 Feature Preview" down to the bottom. This will explain and give you the link to download the Spriter 2 alpha build. If you purchased Spriter elsewhere like Steam, email mail@brashmonkey.com with proof of your purchase and I'll reply to your email explaining how to access the Alpha build via whichever marketplace you purchased from.
  12. @mrschaffner These videos should show the general workflow:
  13. @madbox "Heu. Sry i m a bit lost i m a newby in the animation world. Where can i check the fame size ? I have tryed with one frame same result but maybe my images are too big." You should use the features shown in this video to both check how big any particular frame in the animation would be and to potentially crop it and make it smaller. If this doesn't resolve your issue then please zip up your entire spriter project (the .scml or .scon file and all images it uses) and email it to mike@brashmonkey.com and I'll see if I can find the cause of the problem.
  14. @madbox There's a good chance the problem is not with Windows11, but with the animation you're trying to export. I think Spriter is running out of memory. What is the frame size and number of frames that the resulting animation would have? Have you tried exporting as sequential images instead of a sprite sheet or GIF?
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