I am on the same boat with you.
My biggest surprise when i entered the gaming creation process was the way software devs create new and amazing features without pausing for a minute and think about the future of these features and how they will work and perform when users start to use them extensively and on a larger scale.
when i first started using spriter and saw all that quality and amazing tweening in game i was literally blown away.
But here comes the sad part.
As i improved my skills and my project started to become a real game i started to stumble across huge setbacks that i thought they wouldn't exist.
Of course i am not naive to think that anything that has to do with technology is easy and especially creating games but not in a million years i could have guessed that i would spend almost 3 months conducting experiments ,destroying and rebuilding my game because the tilemap object had seams.
I thought that if it is build inside the software ,then it should work!
now i have the same problem with spriter.
up until yesterday i hadn't noticed that the spriter plugin adds objects for every scml instance.
if this is something that can be fixed ,not a problem.
if not then my whole planning and months of hard work go down the drain.
and this is exactly my point.
I love new features .who wouldn't want to see C2 have 3d volumetricparticlelightningtressfx(lol) and spriter support for 3d max?
But i don't want these, until basic game breaking stuff are working as intended.
I am not complaining since both ashley and lucid rock!
they are pioneers on their field and work hard to give us what we want but sometimes i feel that there is no planning ahead.
I don't mind to be a beta tester (since that's what we are) since this is cutting edge tech the way it is implemented and with our contribution things move forward ,but sometimes i become frustrated when
i encounter problems where in my mind there shouldn't exist.
Love you all,just had to take these things out of my chest