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Jonybir

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  1. Like
    Jonybir reacted to lucid 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.
  2. Like
    Jonybir reacted to Mike at BrashMonkey in Spriter Pro 2 have support in GameMaker Studio 2.3   
    Not at this time. We won't be pursuing any specif runtime other than Unity until Spriter 2 reaches a core feature complete stage.
  3. Like
    Jonybir 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.  
  4. Like
    Jonybir got a reaction from Mike at BrashMonkey 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.
  5. Like
    Jonybir got a reaction from lucid 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.
  6. Like
    Jonybir reacted to Mike at BrashMonkey in Spriter 2 FAQ   
    The file formats are completely different between Sprite  and Spriter 2, and so are almost every aspect of the way images are manipulated and displayed. It's not impossible that we will make an importer or converter, but definitely don't count on that happening for sure.

    There will be lots of tutorials for using Spriter 2, but it's too soon for that because even the core features are not fully implemented yet, and character maps will come after that.

    It's impossible to say how soon and which Alchemist features will appear. We plan for all of them to eventually become available, but since the Kickstarter did not meat its goal it will take longer than it would have.

    Please keep an eye out for our update posts and update builds for Spriter 2 roughly every two weeks .
  7. Like
    Jonybir got a reaction from Mike at BrashMonkey in Spriter 2 Alpha build 0.0.0.18 features and the current state of the roadmap   
    You can go to the properties tab and opt in beta and u can try spriter alpha.


    https://gyazo.com/4fd7e2f3a1d9c6649b3b6753bc51932d
  8. Like
    Jonybir 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.)
  9. Like
    Jonybir 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
    Jonybir got a reaction from Gabo in Spriter 2 FAQ   
    Well the wait time for Spriter 2 has been really long. Any estimated release date? For now I am just using free software called Dragonbones for my needs.Making errors in Spriter Pro is currently very unforgiving and takes long time to fix it. And Johndose is right. Instead of supporting engines which already have the software or feature they need support the ones which are quite popular but don't have the features that spriter 2 going to have. Also making sure spriter 2 with alchemist gonna be game changer to make people use them. It takes time to learn particular software and to master it  takes much longer. Since time is money and irreplaceable people tend to stick with software which they already know. Maybe then your sales would increase and you will have easier time to do the rest. BTW, I am not sure people using unity will even bother to use spriter 2. They have anima2D as well as skeletal tool with the latest update. Maybe a waste of your time of making support of unity or maybe not. Its a gamble with unity. Same with other engines you mentioned.

    Also there are not much tutorials on everything you can do with your softwares like Pro motion NG or even spriter. Is it possible for you guys to make constant updates and show tips and tricks how to achieve cool stuff and how? Thanks!

    Well all the best to your team and hope you can deliver it. If it was an open source software just like Godot game engine then Patreon would be great platform to support you.
  11. Like
    Jonybir reacted to Johndose in Spriter 2 FAQ   
    In Skeleton animation software. As far as I notice, there are few in the market out there, include spriter pro. This is great choice to have a new, robust skeleton animation software to have it right now. However, it has to be really eye-catching to make customer move away from their comfort zone(the software their are familiar with).
    Spriter2 and Alchemist seem really powerful, and it is really great to have official support in multiple engine. But almost all of the engine that planned to support which already had  a lot of choice to choose with. If I am indie dev, choose to cooperate with another people for art asset, I will consider whether the software support the specific engine I am working on and is that product stable enough to avoid to break the project and waste times. If I am artist, choose to cooperate with another people to make a game, I will more likely to choose the product I am familiar with.
    Maybe I am wrong, but If spriter2 will support some engine that still lack of solid foundation that need 2d skeleton animation software to support with. Those devs will have no other choice but choose spriter2 as their animation tool. And Godot, which just recently upgrade to 3.2 version and it will be long term support version, seem really the best choice out there. I know there is difficult to handle the project and finish official support as the same time. But hope this suggestion will help.
  12. Like
    Jonybir reacted to Xushou in Spriter 2 FAQ   
    If you did not complete the kickstarter crowdfunding, you can consider submitting the Spriter 2: Alchemist plugin to Steam for pre-purchase to raise funds. Perhaps this method is more effective. Many games on Steam, such as Cyberpunk 2077, are Pre-order way to launch.
  13. Like
    Jonybir reacted to lucid in Spriter 2 FAQ   
    It's live everyone! Everyone come look! Please share! Please back us!
     
  14. Like
    Jonybir got a reaction from lucid 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

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