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joemid

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  1. Like
    joemid reacted to lucid in Spriter 2 version 0.7 release   
    Spriter 2 Update Build 0.7 is available. We'll release another build and give you the details on what caused the delay before Christmas. Thanks for your patience.
     
    0.7
    Change Log
    Additions
    Added scale to multi-select options (w/ optional resize from pivot (ctrl) and uniform scale (shift)) Added arbitrary scale angle option to multi-select (right-click rotate Added rectangular marquee selection tool Added paint to select tool Added action and selection tool menus and indicators in the bottom right of screen Added shortcuts to navigate tool and selection menus without needing to directly click on menus (ctrl-shift mousewheel to switch current within current tool type or tab to switch between action and selection tool types) Added right click item in animation mode to objects to prevent a specific property from being keyed in that animation Added fall-off drag tool (soft drag) Added smudge drag tool (soft drag) Added contour mesh distortion (alt click along a line to add additional points. alt-click on a mesh to add a new contour. alt-clicking with a single contour end-point selected continues that contour Added right click item in animation mode to restore object selected properties to rig state Added right click item in animation mode to key or unkey specific properties Added double-click to select all control points of a mesh Added the ability to flip images on unconfirmed meshes Added the ability to see ghost images of swappable images when positioning unconfirmed mesh sprites Added transparency option for gif exports Added alpha channel transparency to png exports Added background color options for all exports Added ability to crop and pan export box and set export scale separately from window size Added button to crop export box to fit animation Added visual resizing and panning to export box Meshes can now be added to a single bone, even if the bone is in a chain  
    Changes and Enhancements
    Added gradient background for images in image picker dialogue for greater visibility of some sprites Switched to a native file browser for loading and saving Made it so you can switch images that are already deconfirmed Multiple areas of the programs optimized for increased speed and responsiveness Faster png sequence export Mesh deformers can be added to all selected meshes at once Added separate tool to spawn strokes (with tool selected, alt-click to spawn, shift-click to redraw the currently selected stroke Upgraded Unity Engine version for stability and performance improvements Now adds one pixel transparent border to images on import to avoid texture edge stretching Removed pin deformation (replaced and superseded by contour deformation) Zoom is now based on original image pixels (100% default zoom will display undistorted image meshes at exact pixel size) Made export dialog much more compact Export initially crops and pans to fit animation Meshes now start out as basic quads until deformers are introduced  
    Bug Fixes
    Fixed a bug where double clicking an already confirmed mesh by mistake could affect future drag operations on control points unpredictably Fixed a bug where under certain circumstances changes to children weren't keyed correctly resulting in objects shifting after being moved Fixed bug where color picker would always initially open with color black selected Fixed a bug where incremental saves would fail for base filenames less than 5 characters in length Fixed a bug where all rigging points were visible after loading a project Fixed a bug where redoing creating a new mesh made it no longer drag-droppable in realtime in rigging mode Fixed bug where redoing creating a new mesh by dragging an image from file palette would flip the mesh Fixed multiple slowdown bugs that occured during ui updates Fixed multiple bugs where under certain circumstances if a UI element's animation was canceled part of the way through it could cause future animations to animate to the point where it was cutoff (resulting in smaller or half faded ui elements) Fixed a bug where under certain circumstances hidden points for unselected meshes would reappear when applying changes to unrelated objects Fixed a bug where sometimes a popup menu's enable animation would play twice Fixed a bug where under certain circumstances it was possible to break the positions of some popup menus resulting in them continuing to appear in the wrong spot for the remainder of the session Fixed a bug where hovering over the invisible deformer control lines of an unselected mesh would prevent a click from selecting the mesh Fixed a bug where hovering over the invisible deformer control lines of an unselected mesh would prevent the hover mesh glow effect from showing Fixed a bug where you could drag the invisible deformer control lines of an unselected mesh Fixed a bug where control points for mesh deformers wouldn't register hovers under certain circumstances Fixed a bug where the transform tool would restore back to zero degrees upon making a new selection Removed a bug where some superfluous wireframe generation operations during the triangulation would slightly reduce efficiency during the initial drag out of images Fixed a bug where cancelling too quickly after choosing new or load project would make the menu invisible Several general stability improvements to the rigging system Fixed a bug where after creating a multi-bone chain and adding a mesh, the cage control points wouldn't reappear when reselecting a bone Fixed a bug where attempting to drag and drop a mesh attached to multiple bones would start an unintended stroke drawing operation  
  2. Like
    joemid reacted to lucid in Spriter 2 version 0.7.1 release and the current state of Spriter 2   
    Hello everyone,
    We hope you're having a wonderful holiday season! We just wanted to update you on the current state of Spriter 2 and what you can expect moving forward.
    First, we released a new version last week, which included a large number of new features, enhancements, and bug fixes. Today's release mainly focuses on usability updates, including a new tooltip system to make it much easier to understand the ui and how to use all the features.
    We're sorry for the delays in Spriter 2's development. We know it's been frustrating and we apologize for the wait. The latest big delay was due to a severe underestimation of the work required for a specific change to the way Spriter 2 handles bone deformation, and in order to prevent it from taking any longer, we rolled back the last several months of code, and continued from there. Those months weren't wasted. We learned a lot, and we'll reintroduce many of those changes gradually after you have a fully functional 1.0 in your hands.  
    We've also identified the reasons for our history of inconsistent communication and releases.  We fell into a trap of wanting to make up for delayed releases by making sure each new release would be big enough to justify the wait, which inevitably compounded the delays and our wanting to make up for them, ad infinitum. This isn't an acceptable excuse, but we wanted to be transparent, and we've adjusted our internal practices to keep this from happening again in the future.
    We're back on track and working towards the feature complete beta in the near future, and we're committed to regular releases and open communication going forward, regardless of the state of any particular build at release.
    Thank you for your patience. We can't wait for you to see what we have in store.
    Best regards,
    lucid
     
    0.7.1
    Change Log
    Additions
    Added tooltip window to help guide new users. Click the (!) icon at the top of the screen to toggle tooltip visibility Added ability to double-click a keyframe to jump to that time Changes and Enhancements
    Made the help icon more visible Changed the wording on certain options to make them more clear Bug Fixes
    Fixed a bug where available armed tools wouldn't be current for the Alt-Shift-MouseWheel shortcut until the tool dropdown was manually clicked after switching modes Fixed a bug where the tool selection ui was visible on the title screen  
    Untitled.mp4
  3. Like
    joemid reacted to Chris Newton in Please post feature suggestions here.   
    Layers within animations!
    This can be helpful for many reasons but being able to use them to animate only the legs for run cycles while being able to fire the attack animations separately would be SUPER useful. Currently UNITY's built-in animation editor is capable of doing this and I think an excellent premium software like Spriter Pro should add this to it's ever growing repertoire of features/tools.
    Thanks for your hard work and consideration gentlemen!
    - Chris 
  4. Like
    joemid reacted to Mike at BrashMonkey in Spriter 2 FAQ   
    Yes, and we've made several update posts and videos showing the progress, new features, etc. via our social media and here on the forums. The most recent update post was here: 
    Edgar is hard at work on the next update build, which I believe features the most additions and bug fixes for any build and also will feature all or at least most of the features which will appear in the 1.0 release once it's thoroughly tested, debugged, and polished.
  5. Like
    joemid reacted to lucid in New rigging and animation features coming to the next Spriter 2 alpha build   
    New rigging and animation features coming to the next Spriter 2 alpha build
    Have a safe and happy holiday, everyone!  

    Music provided by Argofox:
    Meizong - Helios
    https://youtu.be/_CwzyhZ5JHU
  6. Like
    joemid reacted to lucid in Update on Spriter 2 Progress (what's left for 1.0)   
    Hi everyone, The move that had paused Spriter 2 progress is now mostly over, but there are ongoing necessary renovations slowing progress significantly.
    I've been able to start making slow, steady progress again for the last couple of days.  And in a week or two, when the renovations are complete, I should should be back to work unhindered and under much improved working conditions than prior to the move. 
  7. Like
    joemid reacted to lucid 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.
  8. Like
    joemid reacted to lucid 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.  
  9. Like
    joemid reacted to Mike at BrashMonkey in Spriter 2 FAQ   
    Please keep an eye out for the update notes and new builds every 2 weeks. The next few builds should get the three core features (bones, 'pins', and 'strokes') in and working together, and things should pick up momentum from then on. Our goal is to get all the core features in and working nicely as quickly as possible. Estimates are dangerous and nearly always wrong. The best way to assess progress is to keep an eye on the update build releases.

     
  10. Like
    joemid reacted to Mike at BrashMonkey in Spriter 2 FAQ   
    All Spriter Pro owners have access to the Spriter 2 alpha builds which are now updated on a roughly 2 week schedule. We're really sorry for all the long delays to this point and are developing it as fast as we can while simultaneously making sure we don't rush any aspect of it's data format or code base in a way that would cripple it's development in the future.  There should be an update any moment now with information on what's currently being worked on and a new build shortly after that. We're doing our best to provide frequent update  builds and progress reports as we work towards getting all the core features fully functionally and tied in with each other and the required UI as soon as we can.

    We have big plans for features and expansions well beyond the release of version 1.0, which is a big part of why it took us so long to get to this point (making sure the core code and data format are future-proof and will easily support the more advanced features we plan down the line.)
  11. Like
    joemid got a reaction from Mike at BrashMonkey in Spriter 2 FAQ   
    Hope you all are safe and healthy.  Best wishes!
  12. Like
    joemid reacted to Mike at BrashMonkey in Spriter 2 teaser and pre-order sale!   
    Yes, you will get Spriter 2 on Steam automatically and for free if you own Spriter on Steam. We can't estimate when it will reach version 1.0 and be officially released. Stay tuned on our forums here for updates and new alpha build should become available for testing and feedback purposes soon.
  13. Like
    joemid got a reaction from Mike at BrashMonkey in Spriter 2 teaser and pre-order sale!   
    Can't wait!  I love Spriter Pro and recommend always.  Can't wait to see more about Spriter 2!  Would love to see implementation in Visionaire Studio-
  14. Like
    joemid reacted to lucid in Spriter 2 FAQ   
    It's live everyone! Everyone come look! Please share! Please back us!
     
  15. Like
    joemid reacted to lucid 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!
  16. Like
    joemid reacted to lucid 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.
     
  17. Like
    joemid reacted to bwwd in He-Man & She-Ra Game 2.0 Release   
    As You know most animations for this game are made with amazing original Spriter using 3d meshes , Today new version of the game was released, its been 4 years and im grateful to Brashmonkey for such fantastic software.
     
     
  18. Like
    joemid reacted to lucid 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!
     
     
  19. Like
    joemid reacted to lucid in Spriter 2 FAQ   
    Flexible hierarchies - Stay tuned later today for our big announcement!
     
  20. Like
    joemid reacted to lucid 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.
     
  21. Thanks
    joemid reacted to lucid in Spriter 2 FAQ   
    new video on psd support:
     
  22. Like
    joemid reacted to lucid 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.
     
     
     
     
     
                        
     
     
     
  23. Like
    joemid reacted to Mike at BrashMonkey in Lot's of Spriter 2 news in the works. Thanks for your patience.   
    We're wrapping up the framework that will not only allow for powerful expansions to the core version of Spriter 2, but over the coming weeks, we'll be showing off some GIFs for a future add-on to Spriter 2 also made possible by these investments.
  24. Thanks
    joemid reacted to Odolwa Aztec in Event Trigger Issue in SpriterGM *Solved*   
    OK, back again.  I have since discovered that every time a change is made in Spriter, I have to save the file and then delete and replace the earlier version of that same folder over in Game Maker before it registers.  They neglected to show this in the video, so it wasn't entirely clear. 
    I assume if I were using Spriter in Unity, saving there wouldn't require doing this?  I don't know.  In any case, it's a bit of a hassle to have to keep moving back and forth, especially when the animations contain a lot a parts.
    I've read about how you guys have approached the Game Maker devs to better integrate the software and how they instead decided to focus on GM2.  It's a shame, as I've liked what I've seen with Spriter so far (I'm not going to stop using it, btw), so I hope you can maybe make progress with them on this at some point.
  25. Thanks
    joemid reacted to Mike at BrashMonkey in Event Trigger Issue in SpriterGM *Solved*   
    I'm glad you figured out the problem. Sorry I just spotted this thread now. I think the only way to entice the developers of GMS to better support Spriter is to make Spriter as popular as possible, with the most useful content and features. We've got several nice new art packs coming early 2018, and some other plans brewing. Wish us luck.
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