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lucid

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  1. Like
    lucid got a reaction from joemid in Update on Spriter 2 Progress (what's left for 1.0)   
    Hello everyone,
        We had hoped to post this announcement along with the latest build, but there's still a bit more to do before it's ready.
        
        However we can update you on the progress of Spriter 2 and a couple of other relevant details about the upcoming builds.  First, I will be moving home and office to a new city in July.   Unfortunately, this means after the upcoming build, we don't know when update builds will be released until after the move.  On a happier note, there is not that much left to do before Spriter 2 is out of alpha, and onto a feature complete beta.   There may be some minor features added during the beta, but it will essentially be version 1.0 aside from bug fixes, documentation, runtime implementations, and non-Windows OS's.

    We still won't be giving an ETA today, but these are the remaining features before the beta.  Each feature may take longer than one 2 week release cycle, and won't necessary be released in this order, but it should be easy to follow progress until the beta from here on out:
    Image swapping (in progress) Linking deformers Hierarchical deformation Sub-Entities Miscellaneous workflow and UX enhancements (smaller, simpler features that will be quick to implement) 1. Image swapping
    This is what will be included in the release I'm currently working on.  Image swapping will work somewhat like it does in Spriter Pro with the pop-up image selection bar, but much more customizable.  For instance, if you have 3 frames for a head turn to the right , you will be able to create the full 5 frame left to right head turn, mirroring and positioning each frame, and then placing them on the selection bar in whatever order makes sense to animate with:

    2. Linking deformers
    Currently, you can add a single quad or bezier patch deformer to one or more images.  This feature will allow deformers to share their control points allowing you to link one or more deformers together to deform objects of arbitrary complexity, simulate perspective, etc.

    3. Hierarchical deformation
    Currently a deformer can be the child of a single bone, this feature will explore how far this can be enhanced.  The goal will be allow  defomers to be the children of strokes or multiple bones.  We will also explore the feasibility of whether we can make deformers be children of other deformers.
    4. Sub-Entities
    This will be an enhanced version of the experimental that was in Spriter Pro.  It will allow you to create sub-animations that can be controlled from within other animations.  For instance, you could animate a head turn using multiple images, deformers, alpha fading, etc, and then tie it to a single slider that can be used to turn your head at any time.  Unlike Spriter Pro, the inner-workings of this and related features are part of the DNA of how Spriter 2 was designed under the hood, so the workflow should feel seamless by 1.0.  This was originally going to be an Alchemist-only feature, but since things have been delayed by so much longer than anyone anticipated, we wanted to give something back to everyone who's been so patient all this time.  

    5. Miscellaneous workflow and UX enhancements
    These are several smaller features, enhancements, and just the final touches to other features that are needed to flesh out the program and make it feel complete and easy to use.  There are several, but some examples are:
    Export options such as trimming, etc to flesh out the export to image/video feature Ui missing for any feature that currently requires a keyboard shortcut Better timeline visibility options to filter to current to the current selection, be able to arbitrarily expand the timeline size, etc One last pass on the save format to mark it as final.  We also want to separate the format into editor-specific and runtime sections to make it possible to save even smaller saves for runtimes, while maintaining the ability to have feature rich saves of future editor states.
    Once again we want to thank everyone for your support and patience.  We're on the home stretch now.  We hope that you enjoy the final product and our vision for how easy and fun a powerful 2d animation program can be.  There is more planned for after 1.0, but we'll save that for after its release.
  2. Like
    lucid got a reaction from Universa in Update on Spriter 2 Progress (what's left for 1.0)   
    Hello everyone,
        We had hoped to post this announcement along with the latest build, but there's still a bit more to do before it's ready.
        
        However we can update you on the progress of Spriter 2 and a couple of other relevant details about the upcoming builds.  First, I will be moving home and office to a new city in July.   Unfortunately, this means after the upcoming build, we don't know when update builds will be released until after the move.  On a happier note, there is not that much left to do before Spriter 2 is out of alpha, and onto a feature complete beta.   There may be some minor features added during the beta, but it will essentially be version 1.0 aside from bug fixes, documentation, runtime implementations, and non-Windows OS's.

    We still won't be giving an ETA today, but these are the remaining features before the beta.  Each feature may take longer than one 2 week release cycle, and won't necessary be released in this order, but it should be easy to follow progress until the beta from here on out:
    Image swapping (in progress) Linking deformers Hierarchical deformation Sub-Entities Miscellaneous workflow and UX enhancements (smaller, simpler features that will be quick to implement) 1. Image swapping
    This is what will be included in the release I'm currently working on.  Image swapping will work somewhat like it does in Spriter Pro with the pop-up image selection bar, but much more customizable.  For instance, if you have 3 frames for a head turn to the right , you will be able to create the full 5 frame left to right head turn, mirroring and positioning each frame, and then placing them on the selection bar in whatever order makes sense to animate with:

    2. Linking deformers
    Currently, you can add a single quad or bezier patch deformer to one or more images.  This feature will allow deformers to share their control points allowing you to link one or more deformers together to deform objects of arbitrary complexity, simulate perspective, etc.

    3. Hierarchical deformation
    Currently a deformer can be the child of a single bone, this feature will explore how far this can be enhanced.  The goal will be allow  defomers to be the children of strokes or multiple bones.  We will also explore the feasibility of whether we can make deformers be children of other deformers.
    4. Sub-Entities
    This will be an enhanced version of the experimental that was in Spriter Pro.  It will allow you to create sub-animations that can be controlled from within other animations.  For instance, you could animate a head turn using multiple images, deformers, alpha fading, etc, and then tie it to a single slider that can be used to turn your head at any time.  Unlike Spriter Pro, the inner-workings of this and related features are part of the DNA of how Spriter 2 was designed under the hood, so the workflow should feel seamless by 1.0.  This was originally going to be an Alchemist-only feature, but since things have been delayed by so much longer than anyone anticipated, we wanted to give something back to everyone who's been so patient all this time.  

    5. Miscellaneous workflow and UX enhancements
    These are several smaller features, enhancements, and just the final touches to other features that are needed to flesh out the program and make it feel complete and easy to use.  There are several, but some examples are:
    Export options such as trimming, etc to flesh out the export to image/video feature Ui missing for any feature that currently requires a keyboard shortcut Better timeline visibility options to filter to current to the current selection, be able to arbitrarily expand the timeline size, etc One last pass on the save format to mark it as final.  We also want to separate the format into editor-specific and runtime sections to make it possible to save even smaller saves for runtimes, while maintaining the ability to have feature rich saves of future editor states.
    Once again we want to thank everyone for your support and patience.  We're on the home stretch now.  We hope that you enjoy the final product and our vision for how easy and fun a powerful 2d animation program can be.  There is more planned for after 1.0, but we'll save that for after its release.
  3. Like
    lucid got a reaction from Gjergji in Update on Spriter 2 Progress (what's left for 1.0)   
    Hello everyone,
        We had hoped to post this announcement along with the latest build, but there's still a bit more to do before it's ready.
        
        However we can update you on the progress of Spriter 2 and a couple of other relevant details about the upcoming builds.  First, I will be moving home and office to a new city in July.   Unfortunately, this means after the upcoming build, we don't know when update builds will be released until after the move.  On a happier note, there is not that much left to do before Spriter 2 is out of alpha, and onto a feature complete beta.   There may be some minor features added during the beta, but it will essentially be version 1.0 aside from bug fixes, documentation, runtime implementations, and non-Windows OS's.

    We still won't be giving an ETA today, but these are the remaining features before the beta.  Each feature may take longer than one 2 week release cycle, and won't necessary be released in this order, but it should be easy to follow progress until the beta from here on out:
    Image swapping (in progress) Linking deformers Hierarchical deformation Sub-Entities Miscellaneous workflow and UX enhancements (smaller, simpler features that will be quick to implement) 1. Image swapping
    This is what will be included in the release I'm currently working on.  Image swapping will work somewhat like it does in Spriter Pro with the pop-up image selection bar, but much more customizable.  For instance, if you have 3 frames for a head turn to the right , you will be able to create the full 5 frame left to right head turn, mirroring and positioning each frame, and then placing them on the selection bar in whatever order makes sense to animate with:

    2. Linking deformers
    Currently, you can add a single quad or bezier patch deformer to one or more images.  This feature will allow deformers to share their control points allowing you to link one or more deformers together to deform objects of arbitrary complexity, simulate perspective, etc.

    3. Hierarchical deformation
    Currently a deformer can be the child of a single bone, this feature will explore how far this can be enhanced.  The goal will be allow  defomers to be the children of strokes or multiple bones.  We will also explore the feasibility of whether we can make deformers be children of other deformers.
    4. Sub-Entities
    This will be an enhanced version of the experimental that was in Spriter Pro.  It will allow you to create sub-animations that can be controlled from within other animations.  For instance, you could animate a head turn using multiple images, deformers, alpha fading, etc, and then tie it to a single slider that can be used to turn your head at any time.  Unlike Spriter Pro, the inner-workings of this and related features are part of the DNA of how Spriter 2 was designed under the hood, so the workflow should feel seamless by 1.0.  This was originally going to be an Alchemist-only feature, but since things have been delayed by so much longer than anyone anticipated, we wanted to give something back to everyone who's been so patient all this time.  

    5. Miscellaneous workflow and UX enhancements
    These are several smaller features, enhancements, and just the final touches to other features that are needed to flesh out the program and make it feel complete and easy to use.  There are several, but some examples are:
    Export options such as trimming, etc to flesh out the export to image/video feature Ui missing for any feature that currently requires a keyboard shortcut Better timeline visibility options to filter to current to the current selection, be able to arbitrarily expand the timeline size, etc One last pass on the save format to mark it as final.  We also want to separate the format into editor-specific and runtime sections to make it possible to save even smaller saves for runtimes, while maintaining the ability to have feature rich saves of future editor states.
    Once again we want to thank everyone for your support and patience.  We're on the home stretch now.  We hope that you enjoy the final product and our vision for how easy and fun a powerful 2d animation program can be.  There is more planned for after 1.0, but we'll save that for after its release.
  4. Like
    lucid got a reaction from brinsleylogic in Missing something around transforms, maybe something else...?   
    Ah.  I either created and lost, or never got around to creating a little set of gifs that showed common issues like this, and how to solve them.   If I remember correctly this could be the texture coordinates being reversed in that engine?

    Try changing every pivot point to 
    (pivot.x, 1.0 - pivot.y) as you load it (essentially flipping the pivot on the y axis).
  5. Like
    lucid got a reaction from brinsleylogic in Missing something around transforms, maybe something else...?   
    hello @brinsleylogic, it looks like it might just be the opposite rotation angles for that framework.  Try taking the negative of each angle when you load the file and see if that fixes it.
  6. Like
    lucid got a reaction from arcadesindo in How do you update animations in Construct 3 ?   
    Hello.  Sorry about that delay.  I hadn't received the email, but Mike forwarded it to me.  It was the problem I mentioned in my last reply.  I will get this fixed in the next plugin build so this isn't necessary in the future, but you can fix the issue immediately by renaming your objects that have characters C3 can't use for object names (like spaces).

    For instance if you rename JARI DEPAN  to JARI_DEPAN
    and JARI BELAKANG  to JARI_BELAKANG
     
    then future reimports work correctly.
  7. Like
    lucid got a reaction from Gumbo in New Spriter 2 Alpha build 0.5.0.0   
    0.5.0.0
     
    Change Log
    Additions
    Added ability to delete keyframes in Animation Mode Added ability to cut, copy, and paste keyframes in Animation Mode Added ability to cut, copy, and paste objects in Rigging Mode  
    Bug Fixes
    Fixed a bug where you couldn't drag out more than one of the same image at a time Fixed a bug where strokes would alter their children when being redrawn while in Rigging Model Fixed several bugs with certain undo/redo operations dealing with strokes and ligaments that caused unpredictable behavior Fixed bug where timeline ruler lines would disappear when the timeline was scrolled or zoomed by certain amounts Fixed bug where keyframes were sometimes not clickable Fixed a bug where double-clicking to create a keyframe based on the current object state for child objects wouldn't use the correct transformed child value for the new key Fixed a bug where under certain circumstances, altering the hierarchy would break previously established rigs  
    Known Issues
    Meshes above a certain number of verts cause pin deformer to fail and leave the program in an unstable state Undo and Redo don't always function correctly with the new features 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.  
     
     
     
     
  8. Like
    lucid got a reaction from Jonybir in New Spriter 2 Alpha build with various bug fixes   
    No need to apologize, your frustrations are completely valid and we are extremely grateful and humbled by the patience and support you and the rest of the Spriter user community has shown us all this time.
    Especially after such a long delay words are cheap and ultimately change nothing of substance, which is why we're relieved that not only are we showing concrete progress roughly every 2 weeks with the new update builds, but this latest build is an especially significant milestone because it reintroduces the final core feature of Spriter 2, now properly integrated in with the other features under the hood.
    This means Spriter 2 has now officially reached the point where the majority of future progress will be accomplished via much more simple tasks - small missing ui and features, bug squashing, and improving work-flow and UI with the help of the Spriter users with the time and interest in testing and providing the invaluable feedback they do.
    For likely obvious reasons we we want to avoid any time estimates until this is so far along we can safely announce a launch date. At least now that is much closer on the horizon than even a couple of update builds ago.
    There are still many additional features we'll continue to add as well, but their level of complexity is far simpler than the work which we've completed over the past couple of months.
    Regarding direction we have a very concrete and concise plan for features and the largely the order in which we should add them, but this groundwork had to be finished first. 
  9. Like
    lucid got a reaction from Gumbo in New Spriter 2 Alpha build with stroke based rigging   
    0.0.0.31
     
    Change Log
    Additions
    Added stroke-based hierarchies and rigging.
    (Video tutorial coming soon. To use, while in rigging mode, Alt-Shift-Left Click and drag to draw a stroke. While a stroke is selected, hold B and click a bone or mesh to add it as a child. In Animation or Rigging Preview Mode, select a stroke and shift-click to redraw/animate your stroke)  
    Known Issues
    Meshes above a certain number of verts cause pin deformer to fail and leave the program in an unstable state 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 image doesn't function correctly.  
     

     
     
  10. Like
    lucid reacted to Gjergji in New Spriter 2 Alpha Build - Video Tutorials and various bug fixes   
    Great work. I like the clean, made for productivity,  look.
    Good luck you guys.
     
  11. 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.
  12. 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.
  13. 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.
     
     
     
     
     
                        
     
     
     
  14. 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.  
  15. 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.  
  16. 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.  
     
     
     
     
  17. 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.
  18. 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  
     
     
     
     
  19. 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).
  20. 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!
  21. 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.
  22. Haha
    lucid got a reaction from zxin in Spriter 2 FAQ   
    It's live everyone! Everyone come look! Please share! Please back us!
     
  23. Like
    lucid got a reaction from Jonybir in Spriter 2 FAQ   
    It's live everyone! Everyone come look! Please share! Please back us!
     
  24. Like
    lucid got a reaction from joemid in Spriter 2 FAQ   
    It's live everyone! Everyone come look! Please share! Please back us!
     
  25. Like
    lucid got a reaction from 4241 in Spriter 2 FAQ   
    It's live everyone! Everyone come look! Please share! Please back us!
     
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