lucid Posted October 4, 2013 Report Posted October 4, 2013 Special Thanks to user TombMonkey for allowing us to use his awesome art. JohnnyType and DarrenOl 2
monsterZERO Posted October 4, 2013 Report Posted October 4, 2013 :shock: Wow! This looks incredible! Is the free-form deformation at the end of the video going to be included in B6?
tombmonkey Posted October 4, 2013 Report Posted October 4, 2013 So much new stuff in a single update. Awesome. I guess you are getting pretty close to 1.0, only a handful of features left to implement and the functionality of the program increased quite a lot in this update. Can't wait to get my hands on it, and can't believe I got all this for $25, almost feel like stealing.
XtraTrstrL Posted October 4, 2013 Report Posted October 4, 2013 Crazy feature filled update. 1.0 couldn't be any closer at this point.
Trumgottist Posted October 4, 2013 Report Posted October 4, 2013 Awesome! (I'm just getting a little bit worried that the great new features are going to make implementation in game engines more complicated.)
inkBot Posted October 5, 2013 Report Posted October 5, 2013 Awesome! Been looking forward to the collision box feature to get implemented. The other features look really good too. Had a thought. Will we be able to rig deformations to bones? That would be sick.
tombmonkey Posted October 5, 2013 Report Posted October 5, 2013 Awesome! Been looking forward to the collision box feature to get implemented. The other features look really good too.Had a thought. Will we be able to rig deformations to bones? That would be sick. Good idea, and since deformations are already in place it shouldn't be incredibly hard to assign image points to bones, I think.
essadege Posted October 11, 2013 Report Posted October 11, 2013 That's SO SICK! I can't wait for it! That will be THE animating tool, thinking not only on videogames but also on any kind of web / animated / graphical "canvas":
Misj' Posted October 13, 2013 Report Posted October 13, 2013 (I'm just getting a little bit worried that the great new features are going to make implementation in game engines more complicated.) For the deformations, please also include a 'save' option that converts an scml file containing such deformations into one that doesn't; and where the deformed components are individually saved as images. So if you have a characters where only the belly-sprite is deformed, a sequence of (deformed) bellies should be exported; rather then exporting the while composited character. This would allow for deformations to be (sort of) used in engines that don't support them, while keeping the memory-footprint within reason. (or if that is somewhat unfeasible, please give us the option to turn off specific (advanced) features to make sure features that are incompatible with certain engines are not accidentally used in animations for these targets.)
Mike at BrashMonkey Posted October 15, 2013 Report Posted October 15, 2013 Hi everyone, Don't worry, features such as deformation will warn users to make sure their game engine can support it.. @ Misj' Great idea, we'll see what we can do, but that would certianly come some time after 1.0 cheers, Mike at BrashMonkey
Misj' Posted October 16, 2013 Report Posted October 16, 2013 Hi everyone,Great idea, we'll see what we can do, but that would certianly come some time after 1.0 That would be soon enough :) I would also love to see (way beyond 1.0) the option to add notes to frames (textual or handwritten) to make it easier for another team-member to review the animations. By the way...what happens when I were to open a file created in the PRO version in Spriter Free? - Specifically regarding these advanced features?
lucid Posted October 16, 2013 Author Report Posted October 16, 2013 Hello again everyone, I apologize for the long silence, and thank you for your patience. We're tying up the last few loose ends with the new ui elements, and final internal testing. Soon we'll be ready to release a new build for public testing.
sunkai Posted October 17, 2013 Report Posted October 17, 2013 I'm really looking forward to the b6 release. I'm just about to do some animation compositions, and then write some interstitial scripting to tie together my TexturePacker and Spriter XML. Should I hold off a few days to wait for the new release? Will it have TexturePacker integration? Thanks lucid!
bwwd Posted October 30, 2013 Report Posted October 30, 2013 Very impressive, this looks great, starts to look like ubiart framework :) It's not really free deforming because theres a grid which is probably not possible to shape in our own way but its kinda possible to deform body parts already if you chop up everyhing in joints, its not possible to animate something like rope, bending from straight line.I made quick lazy test with heffer and spriter B5, would look better with elbows and feet chopped in half to deform them I whish there would be something to make joints deforming possible and set grid so you would bend hand in elbow or bend leg in knee area using just single picture of entire leg and simple grid to mark joint areas.Separate hip and knee bodyparts are ok too but it all looks better if its one entire leg being deformed, it looks more organic this way and less cutout like.
Mike at BrashMonkey Posted November 5, 2013 Report Posted November 5, 2013 I think you'll be pleasantly surprised with b6 and especially Spriter Pro 1.0, bwwd. And I personally cant wait to see the awesome stuff you'll be able to do with it. cheers, Mike at BrashMonkey
mediadi Posted November 5, 2013 Report Posted November 5, 2013 I bought spriter and i am also willing to buy the art packs that were released a couple of days ago but i am a little worried about spriter performance with cocoonjs and mobile devices . And also for the late updates of spriter :S . Regards, Ibrahim Jradi
inkBot Posted November 9, 2013 Report Posted November 9, 2013 Any ETA on the release of B6? You teased it over a month ago now.
onnevan Posted November 10, 2013 Report Posted November 10, 2013 yes please! when will it be released?
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