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lucid

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  1. Like
    lucid got a reaction from Jamin Grey in Circle collision, or use points?   
    @Jamin Grey no direct support for circles, I'm afraid.  I think points would be your best bet, as you suggested.
  2. Like
    lucid got a reaction from Jonybir in New Spriter 2 Alpha build 0.0.0.22 with quality of life improvements   
    This build introduces a number of quality of life improvements that improve the feel of editing meshes and deformers.  Behind the scenes these a lot of work was done that will be used for some more substantial features over the next few builds.  A lot of work went into getting bones ready for primetime as well, though this is all on the backend and won't result in anything noticeable just yet.  
    0.0.0.22
    Change Log
    Additions
    Blue control point lines can now be dragged to drag both connecting points Holding shift on blue control point lines now drags all line segments across entire mesh deformer Meshes with deformers can now be dragged to drag all control points at once  
    Changes and Enhancements
    Improved blue control point line feedback to enhance readability of control point layout Currently hovered unselected meshes wireframe highlights for enhanced readability Wireframe now disappears after a mesh is selected to reduce visual noise  
    Bug fixes
    Fixed a bug that prevented loading textures from within PSD files from previously saved projects Fixed bug that caused temporary slowdown after dragging and dropping certain rigging elements for bones with ligaments Fixed bug that caused slowdown by attempting to refresh timeline when switching to rigging mode  
    Known Issues
    Undo and Redo don't always function correctly with the new features Visual bug when dragging out new images. Sometimes image disappears momentarily Double entries for images in z-order Changes to z-order in rigging mode not reflected in animation Occasional visual glitches while editing animations Save and Load not working reliably in all situations Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now. Dragging out more than one of the same images doesn't function correctly.
  3. Like
    lucid got a reaction from Rawdesh in Spriter 2 FAQ   
    Here are answers to some frequently asked questions about Spriter 2.  We will keep this up to date as questions come in and answers become more concrete.  Posted below are teaser videos for an upcoming Spriter 2 add-on.  Subscribe to this thread to keep up to date with the latest info and videos. 
     
    Will there be an API for Unity, Unreal, Construct 3, Godot, C#, JavaScript, etc? From near day one of the first full release, there will be full runtimes for C# and Unity. Updates to these runtimes will be released along with new builds of Spriter 2 whenever new features are introduced. In addition to Unity and C#, the primary APIs and plugins we'll focus on are C++, JavaScript, Unreal, and Construct 3. Beyond that, we plan to work with expert developers for any other platform as much as possible to ensure the best Spriter 2 support possible, as soon as possible. Because there are so many unpredictable factors, we can't give ETAs on any particular runtime yet.
     
    Will Spriter 2 run on my OS, when will it be supported? We have to stay focused on the Windows version until the first full release. After that, we plan to support the current version of macOS, and the officially supported Linux distribution by Steam at the time of initial release. Features will always be developed on the Windows version, so there will be more frequent beta releases on Windows between full updates available on all OS's. We can't give ETAs on release dates yet.
     
    When will Spriter 2 release? When will there be a new build? We will be narrowing the release window for 1.0 in the big announcement we've been working on for later this month. In addition, there will be a new beta release in January and regular build updates from that point on.
     
    Can I test Spriter 2 alpha/beta builds? Anyone who purchased Spriter Pro or the Spriter 2 pre-order has access to the latest builds of Spriter 2. It should currently only be used for testing and feedback/feature requests. If you purchased Spriter Pro here in our store, scroll down while logged into the forums and you should see a Spriter 2 Private Alpha forum thread visible only to Spriter Pro owners. read the original post titled "Spriter 2 Feature Preview" to the bottom and it will explain how to access the current Spriter 2 build.

    If you purchased Spriter Pro on Steam, then log into your Steam account in a web browser with your Steam account which owns Spriter and go here: https://steamcommunity.com/app/332360/discussions/1/1743355067128015969/
    If you purchased Spriter Pro on the Scirra store, log into your account on the Scirra store, find the download page for your purchased copy of Spriter Pro, and the alpha build of Spriter 2 should be one of the things you can download.
     
    Why has it taken so long? We wanted to make the best tool possible, and ensure we can expand it drastically, well into the future. Over the course of development, we kept having ideas for future revolutionary features and workflow. We wanted to make sure we had a framework to not only superficially support these features, but to fully integrate them with the rest of the features and workflow. This took more time, but it ensured not only this room to grow, but also improved all the features that have already been announced.
     
    What's the add-on you mentioned recently? We need to be vague about this until our upcoming announcement. In recent social media posts, we've teased some of the features of the add-on (also posted below). The core version of Spriter 2 will be far greater than what we originally planned, but this add-on will expand Spriter 2 far beyond simply creating animations. We're excited to reveal much more in the upcoming announcement.
     
     
     
     
     
                        
     
     
     
  4. Like
    lucid got a reaction from joemid in New Spriter 2 build out with sound playback and export!   
    0.0.0.21
     
    Change Log
    Additions
    Added sound playback capabilities Added sound to MP4 export Added progress dialog while pre-caching project files  
    Changes and Enhancements
    Fixed overzealous hit circles for detecting hovering over control points Fixed overzealous hit circles for detecting hovering over UI elements Moved licenses to root directory to make locating them easier  
    Bug fixes
    Added missing dll to build that was preventing PSD import from working Fixed a bug where you could start interacting with the project before the workspace was visible and the project files were done caching Fixed a bug where you could still interact with the file dialog before the workspace was visible and the project files were done caching  
    Known Issues
    Undo and Redo don't always function correctly with the new features Visual bug when dragging out new images. Sometimes image disappears momentarily Double entries for images in z-order Changes to z-order in rigging mode not reflected in animation Occasional visual glitches while editing animations Save and Load not working reliably in all situations Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now. Dragging out more than one of the same issues doesn't function correctly.  
  5. Like
    lucid got a reaction from Jonybir in New Spriter 2 build out with sound playback and export!   
    0.0.0.21
     
    Change Log
    Additions
    Added sound playback capabilities Added sound to MP4 export Added progress dialog while pre-caching project files  
    Changes and Enhancements
    Fixed overzealous hit circles for detecting hovering over control points Fixed overzealous hit circles for detecting hovering over UI elements Moved licenses to root directory to make locating them easier  
    Bug fixes
    Added missing dll to build that was preventing PSD import from working Fixed a bug where you could start interacting with the project before the workspace was visible and the project files were done caching Fixed a bug where you could still interact with the file dialog before the workspace was visible and the project files were done caching  
    Known Issues
    Undo and Redo don't always function correctly with the new features Visual bug when dragging out new images. Sometimes image disappears momentarily Double entries for images in z-order Changes to z-order in rigging mode not reflected in animation Occasional visual glitches while editing animations Save and Load not working reliably in all situations Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now. Dragging out more than one of the same issues doesn't function correctly.  
  6. Like
    lucid got a reaction from Cherezyuk in new Spriter 2 Alpha build 0.0.0.20 with animated color tinting and opacity!   
    0.0.0.20
     
    Change Log
    Additions
    Added animated color tinting (right click on mesh in animation mode, and click on color palette) Added animated opacity (right click on mesh in animation mode, and click on opacity icon)  
    Known Issues
    Undo and Redo don't always function correctly with the new features Visual bug when dragging out new images. Sometimes image disappears momentarily Double entries for images in z-order Changes to z-order in rigging mode not reflected in animation Occasional visual glitches while editing animations Save and Load not working reliably in all situations Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now. Dragging out more than one of the same issues doesn't function correctly.  
     
     
     
     
  7. Like
    lucid reacted to Jonybir in Spriter 2 Alpha build 0.0.0.19   
    good progress. set goals and try to meet them. right now got no clue how to use the alpha version of spriter 2. Its a total new software which is in dire needs of tutorials of how to use it.
  8. Thanks
    lucid got a reaction from ChadoriXD in Spriter 2 Alpha build 0.0.0.18 features and the current state of the roadmap   
    Hello again everyone! The latest build went up Wednesday afternoon. You can find additional info in the video and changelog below. We've decided to delay bones one more build to get them working better with the other new features introduced in this build. Bones should be working nicely with the new deformation features when the next build is ready in roughly two weeks.

    We're pretty excited about what's up ahead and the state of the roadmap to 1.0. Once the bone build is released, one or two builds later we will reintroduce strokes, now using and interacting with all the new systems and features. The flexibility of all these features working together should allow for some really cool possibilities. After the stroke build, there are just three main 'phases' left until a feature complete beta and 1.0. Well, really more like two and a half.
    The first phase will consist of a bunch of small essential features that will flesh out the program and make it feel complete. These will be all the basic functions like multi-selection, animation management, copy/paste, delete, image/video export, etc. Also, during this phase we will be polishing the user experience, streamlining the workflow, and of course eliminating all the bugs we can find. Each build during this phase should feel like a substantial step toward 1.0.
    The second phase will be implementing the last major 1.0 feature, which will be image swapping. We want image-swapping to feel easy and natural to work with as part of the larger set of deforming features, so it's not as straightforward to implement as it might seem at first. The systems that power the image-swapping will also be a big part of what powers a lot of the post 1.0 features, so this will most likely take more than one build to fully flesh out. When image swapping is ready we will be in feature complete beta. This means the program should have all the functionality of 1.0, though it may still contain bugs or minor usability issues.
    Finally, the last half-phase will be any refactoring maintenance under the hood that still needs to be done. I will also take this opportunity to separate the editor portion and the runtime portion of the save format if that hasn't already been done yet. And of course, again we will squash any major known bugs before we call it 1.0. Upon 1.0 release, we will release the Mac and Linux versions as well. Thanks again everyone for your patience during this long journey. We're nearing the home stretch.


    New 0.0.0.18 features:
     
    Bone features delayed until 0.0.0.19:
     
    0.0.0.18
    Change Log
    Additions
    Added a new pop-up menu item when right-clicking a mesh to choose a deformer for that mesh (pin deformation has been moved here) Added quad patch deformation Added bezier patch deformation Added the ability to add additional child meshes to any deformer (see help for additional information)  
    Changes and Enhancements
    Pin deformation no longer automatically applied to a mesh. It can now be accessed by right clicking a mesh, and accessing the deformer menu Help now supports multiple pages of information  
    Known Issues
    Undo and Redo don't always function correctly with the new features Visual bug when dragging out new images. Sometimes image disappears momentarily Visual bug when first applying a deformer to a new child.  Image sometimes shifts momentarily Double entries for images in z-order Changes to z-order in rigging mode not reflected in animation Occasional visual glitches while editing animations Save and Load not working reliably in all situations Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now. Dragging out more than one of the same images doesn't function correctly. Changelog appears every time you open the software, instead of just the first time you open the new version  
     
     
     
     
  9. Like
    lucid got a reaction from bwwd in New Spriter 2 Alpha build and Release Schedule information   
    Thanks everyone for your continued patience during what proved to be a very long and often delayed Spriter 2 development process so far. Now that the research part of Spriter 2's R & D is complete, we're finally able to switch to a consistent development cycle. We've released a new alpha today and there should be a new build released roughly every 2 weeks from here on out. The current build is very bare-bones with several known issues (see changelog), but each subsequent build will introduce new features, bug fixes, and/or other improvements at a regular pace until Spriter 2 reaches a stable and feature complete release.
     
    This build introduces a new workflow with separate modes for rigging and animation. We've temporarily removed strokes for this build as we shifted over to this more final workflow paradigm. Strokes will be reintroduced in an upcoming build and able to take full advantage of the new rigging system, which will give much more control over how your image is mapped to your strokes. In the meantime, we have a bare-bones version of the new pin system, which will also be expanded in subsequent builds. 


    Additional Release info:
    Spriter Pro owners can access the Spriter 2 forums for more information (or here if you own Spriter Pro on Steam).
  10. Like
    lucid reacted to 4241 in Spriter 2: Alchemist Kickstarter is live!   
    Anyone remember Jade Cocoon for PS1?
    It is the only monster breeder that would calculate values such as arm length, jaw length, eye size and other traits when mixing two monster together. As opposed to reskinning which you would see in the monster rancher franchise... and every other monster breeder.

    at 2:37 in the kick starter video, you see code just like this at work!
    Sure, it can be used for human x human. Also,  beast x human. Beast x beast. Object x human.
    Creative freedom... Could spends weeks just sitting there playing around with that tool to see what you can create.

    I just wanted to give some positive feedback and let you know that is a really cool feature!
  11. Like
    lucid reacted to 8DashP in Spriter 2: Alchemist Kickstarter is live!   
    Thanks Mike.
    It’s been a long road since I first purchased in 2013. You may or may not remember I built a plugin for Shiva3D way back when, but then they screwed over their developers and basically died, and it left such a bad taste, that I quit the game development industry. Life has moved on, and I’m now starting again in Unity and maybe Godot. I can see an opportunity to develop a Godot plugin, but I’d definitely need to get a better handle on what features and functionality are coming, to decide whether to commit, so any updates would be greatly appreciated.
    Hope you get the support you need and can push forward to plan.
    Russell.
  12. Haha
    lucid got a reaction from zxin in Spriter 2 FAQ   
    It's live everyone! Everyone come look! Please share! Please back us!
     
  13. Like
    lucid got a reaction from Jonybir in Spriter 2 FAQ   
    It's live everyone! Everyone come look! Please share! Please back us!
     
  14. Like
    lucid got a reaction from joemid in Spriter 2 FAQ   
    It's live everyone! Everyone come look! Please share! Please back us!
     
  15. Like
    lucid got a reaction from 4241 in Spriter 2 FAQ   
    It's live everyone! Everyone come look! Please share! Please back us!
     
  16. Like
    lucid got a reaction from Cherezyuk in Spriter 2 FAQ   
    It's live everyone! Everyone come look! Please share! Please back us!
     
  17. Like
    lucid got a reaction from joemid in Spriter 2 FAQ   
    Still working on it, everyone!   We're shooting to have the Kickstarter launched by midnight California time.  There's a lot of stuff to cover!
  18. Like
    lucid got a reaction from joemid in Spriter 2 FAQ   
    Sorry, everyone! We got some early feedback and decided we can more clearly explain some of Alchemist's unique features.  We'll launch the Kickstarter tomorrow evening with an improved video.   Here's another teaser to hold you over.
     
  19. Like
    lucid reacted to Cherezyuk in Spriter 2 FAQ   
    Жду с нетерпением. Люди в моей группе тоже интересуются. Spriter 2 VK численность группы пока не большая, но после запуска будет расти.
  20. Like
    lucid got a reaction from Cherezyuk in Spriter 2 FAQ   
    Happy New Year! The public beta for Spriter 2 is scheduled for July 2020. We've also been working on a powerful procedural animation and content creation add-on suite for Spriter 2 called Alchemist.  We're launching a Kickstarter for it on Friday!
    Many of the videos we've been posting lately have teased some of the features that Alchemist will offer. On Friday, you will be able to learn a lot more through our Kickstarter campaign.  We're really excited to finally be able to show all this stuff off!
    As a result of the infrastructure to support Alchemist, Spriter 2 itself will also be more powerful than originally planned (and is still free for all current Spriter Pro owners).  Alchemist will let you expand Spriter 2 far beyond just 2D animation creation.  Learn more Friday!
     
     
  21. Like
    lucid got a reaction from joemid in Spriter 2 FAQ   
    Happy New Year! The public beta for Spriter 2 is scheduled for July 2020. We've also been working on a powerful procedural animation and content creation add-on suite for Spriter 2 called Alchemist.  We're launching a Kickstarter for it on Friday!
    Many of the videos we've been posting lately have teased some of the features that Alchemist will offer. On Friday, you will be able to learn a lot more through our Kickstarter campaign.  We're really excited to finally be able to show all this stuff off!
    As a result of the infrastructure to support Alchemist, Spriter 2 itself will also be more powerful than originally planned (and is still free for all current Spriter Pro owners).  Alchemist will let you expand Spriter 2 far beyond just 2D animation creation.  Learn more Friday!
     
     
  22. Like
    lucid got a reaction from joemid in Spriter 2 FAQ   
    Flexible hierarchies - Stay tuned later today for our big announcement!
     
  23. Like
    lucid reacted to 4241 in Spriter 2 FAQ   
    The anticipation has been building, looks like it was well worth the wait. Excited to try out the beta

     
  24. Like
    lucid reacted to Jonybir in Spriter 2 FAQ   
    Please release the Godot support as soon as possible.It is the best 2D engine ATM for 2D games. There are more users of Godot for 2D games than unity at this time.

    GODOT vs Unity for 2D

  25. Like
    lucid got a reaction from joemid in Spriter 2 FAQ   
    Hello everyone! Happy holidays! Here's another add-on feature teaser. We'll be revealing more upcoming add-on features and more in our big announcement before the new year.
     
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