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lucid

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Posts posted by lucid

  1. thanks for the suggestion Goldfish on Rye. We're determined to make it the easiest and most powerful way to animate 2d characters period. There are already a number of features in the pipeline that we hope to add such as freeform deformation of individual images, skinning images to wrap around bone joints, and procedural animation. Perhaps after all this has been accomplished in the realtime arena, we can revisit the idea of adding extra exporting options, or things such as roto-scopable background images and movies that will help with both realtime and "baked" animations as well.

  2. We're determined to get this on EVERY major game engine, as well as APIs for easy integration into custom engines built from scratch if there is a demand for it. We will do some ourselves, and some will be outsourced, and free support will be given to anyone who wants to add Spriter animation to any engine. To this end, developer support will be given through this forum, and in the future we will release documentation so anyone can get started on their own. Now that free beta is complete, and we have moved to a super easy to parse XML based format, Spriter will be much more attractive to third party developers, so we expect to see the format expand rapidly.

    This list may not determine the exact order we pursue a given platform, but we're interested in knowing how much interest there is for the various platforms, and we can use this information to inform potential third party developers of the audience. Please take a moment to let us know which platform you're most looking forward to.

    You can choose up to three options, but please only select those which you think you will actually be using to load your characters. The Construct Classic plugin is feature complete, and the beta version of this plugin will be released shortly after the new beta version of Spriter itself)

    Edit:

    The following is a list of all platforms where loading and animation playback of the current beta format has been accomplished during this kickstarter. While these implementations will need to be updated before 1.0, it should inspire confidence that your chosen format will be supported:

  3. Hello everyone, I'm lucid (aka Edgar), I'm the programmer for the new Spriter. I apologize for my complete neglect of the forums, but I've done the same to all my family and friends irl, and working around the clock to get this Spriter up and running as quickly as possible. Also, for the length of this post, I have a bit to catch up on. ;) I hope when you see the new Spriter up and running, you'll love it as much as we do, and that you'll agree it was worth the wait. Here's a peek at the new interface, which I've worked very hard on integrating any feedback I've received to get it just right. (click image for quick example video)

    It has things like dockable panels, and a zoomable timeline, and a host of other features and workflow improvement that have been requested by out budding userbase. The free version is now feature complete, and in beta, and will be in your hands shortly. The Construct Classic plugin is complete. The Torque2d plugin is well on its way. And the basic groundwork has been laid to start work on an HTML5/WebGL Construct 2 plugin, as well as the much requested Unity plugin.

    I'll be back to working on Spriter itself very soon, as we've had to take a short break to prepare our video for a kickstarter.com campaign. As many of you know, Mike and I are the only employees for BrashMonkey, and this past 6 months blitz of Monster Energy Drink fueled coding fervor was funded out of pocket from my own savings. I can no longer afford to fund myself, but I'd like to continue to work on it fulltime, so I can continue the rapid development, and take you from the free version beta, to the fullfeatured 1.0 as quickly as possible, as well as get it on as many platforms and game engines as possible. Also, as you will see in our upcoming kickstarter video, there is much further that Spriter can go, with things like freely deformable images, a complete skeletal hierarchy with skinning to automatically bend your images around bones, and even procedurally animation! Without funding it will take much longer to get to 1.0, and things like skinning and procedural animation won't be possible, at least not in the forseeable future until Spriter has fully established itself, and the company has grown. With proper funding, I estimate all the aforementioned features will be there at least in beta form within a year.

    I appreciate the great patience all of you have had while you were in the dark, and I was clicking away at my keyboard, but we're going to need your help soon not only to pledge if you can, but if you can't we need your help even more to spread the word of our kickstarter to every corner of the internet, to every developer, animator, and gamer you know - as well as to every forum, reddit, facebook page, chatroom that relates to these areas once this campaign is up and running. With your help we can spread the word to enough people who can realize the vast potential and get fully funded, to rocket towards a perfected 1.0 and beyond. Though I haven't had time to fully finish adding everything I want, even the tiniest details like "I tried pressing escape to deselect everything, and it didn't work, could you add that?" I've done my best to add. I want to continue to add all the major features and as many tiny features and improvements as possible so Spriter is not only as powerful as possible, but as streamlined, and just awesomely easy to use as possible. Aside from the development speed, the freedom to continue to pour love into every corner of the program and fix all bugs that undoubtedly will arise when you put a project like this in the hands of thousands as quickly as possible. Also I wanted to take advantage of every last dollar of my very limited self-funding, so I didn't have time to engage with the forum members, with funding I can become an active part of this forum, and together we can build an active community user community here, where everyone can get quick feedback and help, and I can engage daily.

    I will discuss the features in greater detail once the kickstarter is up, but the as of yet unannounced features we'd like to add if we can get funded will blow your minds. So please get your fingers ready to click on as many "like", "thumbs up", and "favorite" as I can throw at you, and be ready to copy paste our kickstarter link to everyone and everything you can. Thanks again everyone. See you soon!

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