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What's left to do


lucid

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Dear eien,

Development for Spriter is currently ongoing at a moderate pace due to the fact that humans are not robots yet. Please be patient with us while the team at Brashmonkey polish up the editor to a stable and bug free shine!

Adieu,

Fellow Impatient Developer...

Dear crazy man,

I'm a senior developper. Persons respect is more important for me than anything else, and was not considering the team working on Spriter to be robots. It's all about plannings, risks and decision making regaring the usage of spriter in my incoming project.

A bientôt.

Eien Ni Sakebe.

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Agreed don't do any permanent damage. I'm pretty sure Spriter next release will be done before I need(early april). In the mean time there is plenty of work on other parts of the game :D

Though I appreciate the list of on the what to do before next release. posting that with what was last done would be a great marker :) take it easy :)

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To be honest we're starting to get into a bit of a jam. We decided to go with Spriter back in November, when everything seemed to be progressing quickly. The final version was supposed to be sometime in Dec/Jan, so it seemed a safe bet. Since Nov, nothing new has been released, and the latest build posted has a whole bunch of bugs that are killing us when trying to produce content.

So now we're in a place where the final game is coming out in 6-8 weeks, and still no updated version that we can use in our production work, and the latest version posted is quite unstable.

It would be great if you could issue a stability release in the next week or two, something that had feature parity with A4 that we can use going forward... we don't need bones, we don't need Onion Skins, we just need the basic features in a stable form.

Since Onion Skinning and IK never really worked in the current build, could you not push those off to the next version, in favor of finishing up the core feature set and testing? From that list the core feature set seems very close to completion :)

Thanks!

shawn @ http://esdot.ca / http://treefortress.com

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Hi esDotDev,

Due to the prolonged delay, we agreed it makes better sense to get the current build tidied up and ready to test as quickly as possible, even if that means putting off some of the less critical features from this list.

I'm now proceeding with that it mind, so the next build can be used and tested sooner rather than later. I still can't say how soon, but this approach certainly will get it in your hands more quickly, and will allow us to find and fix bugs before there are too many more features piled on top of them.

Thanks again everyone else for your support and patience during this unforeseen and unwanted slow-down. We're doing everything we can and take all of your feedback very seriously.

As far as today's update, object and key deletion are finished

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Finished reconnecting the remaining menu items.

reconnected remaining shortcuts

some general refactoring and cleaned up some widget code, making sure everything done so far is playing nicely together

things were slowed down a little today by some crisis control with a blown power strip

luckily nothing was damaged

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today was mostly bug-fixing, and alot of small things like ensuring a timeline gets deleted when it's last key is deleted, code refactoring, and plugging in small ui things like the save action disabling when the state of the undo history is the same as the last save. Due to the ongoing arm situation, I can't make any guarantees, but the aim is to have at least limited testing (for daily alpha build level kickstarter backers) of the trimmed down upcoming version before I leave this Thursday for an important family event. After this limited group helps us iron out the remaining bugs, we will have the wider release.

I won't be updating the next few days because each day will consist of the same types of things as today. I will post as soon as it's definite that there will or will not be a test version for daily build backers before Thursday.

The date of the public release will depend on how quickly we iron out any remaining issues when I return.

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Hi again all,

Just wanted to update saying it's likely we will miss having a build out for this Thursday. I finally got a cortisone shot today from the doctor. From what I've been told, it will take 3 to 4 days to know if this is a solution to the problem or not, but in the meantime there will be increased discomfort, especially as I've also been prescribed physical therapy that will aggravate the discomfort in the short-term. As of yesterday's post, I hadn't realized I was actually getting the shot today.

If this turns out not to be the solution, even at my slower messed-up arm pace, we are very close to the closed testing which will be immediately followed by the wider release.

I'm still going to do what I can before Thursday, but I'd rather give you all the heads up now that it's likely we will miss that release rather than at the last minute.

Thanks once again for your patience. It will pay off soon.

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Hi all.

Closing up the last few things for the upcoming closed Windows release - to the Kickstarter daily build level backers only - to clean up any last bugs before the wider multi-platform release.

This release (both the closed KS release, and the open forum-wide release) will be the not-quite-finished-build requested by multiple users due to the length of time this has taken, and the temporal uncertainty the arm situation has introduced. I gave Mike a build a few days ago just before leaving to my family event, and between he and I (he and me? he and myself?...), we found a few more bugs, and the build coming to private forums tomorrow night has all known bugs fixed. This smaller release to the limited group will allow us to quickly find anything we may have missed, and I'm hoping and anticipating this phase won't take too long before the wider release.

I will say/warn again this release is missing some features that were present in the previous version. In case you're just joining us, this is because much of the software is being rebuilt upon the new much much much more quick and stable core - which was also built with some amazing unannounced (and not yet ready to announce) post 1.0 features in mind. Due to the arm situation, finishing this version is taking much longer than expected, and many developers via these forums/email/etc already working on commercial releases with Spriter have requested we release what is already done in order to have a more stable if incomplete version to work with. Please don't despair about the missing features - they will return as soon as possible, and we are well aware these aren't optional features. Also, some of these are already partially complete, but not in a state to be used yet.

missing features include:

    [*:2tg8zvie]onion skinning
    [*:2tg8zvie]cut/copy/paste of keys and objects
    [*:2tg8zvie]the upcoming merge multiple projects pro feature (and the required pro key registration functionality)
    [*:2tg8zvie]image selection strip
    [*:2tg8zvie]ik/bone right click controls
    [*:2tg8zvie]persistent object widget

Again I want to remind everyone these will be completed and integrated as soon as possible, and then we will immediately continue on the remaining 1.0 features.

I can't thank everyone enough for being so supportive and patient.

For those of you who are keeping with the ongoing arm saga, unfortunately the injection I received last Monday had no noticeable effect, but a medication switch is giving me some small relief allowing me to work slightly longer intervals before needing arm breaks. The good news is I've finally gotten to the point with my insurance and primary care physician where I'll be able to see a specialist soon (yes it's taken this long). But between the current better medication, and the more manageable remaining workload, though I'm still apprehensive about being concrete and giving a time estimation, I can at least be vague and say that I personally am feeling cautiously optimistic

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@Lucid: Man you're a trooper. I'm not gonna complain about how long this has been in dev. In fact i'm probably going to end up waiting for the stable release before i start doing any real work with the updated version. i Just want to say congrats on gettin some stronger medication, and i hope that you'll be improving on the daily!

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@ eien,

The kickstarter daily builds was private access to "daily" builds of Spriter, to help in testing and as a special privilege for Kickstrarter backers who backed Spriter for a certian amount. There was meant to be only roughly a week or less diference between useful private daily builds and the full public releases...until reptetitive movement pain slowed things down. Still however, there shouldn't be that much time between the private prelease and the next public release...which will be more stable etc.

-Mike at BrashMonkey

Hi Lucid,

Sorry for asking here, but what's the Kickstarter daily build ? i've pre-ordered pro license for example, how can i have access to this release ?

Nice to see you back

thank you

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