Spriter Release (alpha 2)
Hello again everyone,
Here's the second of our bi-weekly releases on our way to 1.0. As of now all reported crashes and bugs have been fixed, and we've added basic file saving and loading features to the new format. However, this new multi-platform Spriter is still in alpha, and things are still very early on, so bugs, including crashes should be expected. There is still basic functionality missing, such as copy and paste, and it does not yet track your changes and warn you before closing that you should save your file. We understand these things are essential for the program to be complete, but as promised in the Kickstarter, everyone is here with us on the ground floor, and things will gradually get more polished and complete as we approach our December estimated release date.
This version is not to be considered stable, and one should not begin major projects with it, as of yet. Any brave developers who plan to or already have begun major projects with Spriter, we've purposefully been prioritizing functionality over polish, so Spriter can be more useful in the short term. But please, please save very frequently, to separate filenames, so there is always a backup to come back to. We've tested saving and loading extensively in house, but that is 2 users versus thousands. Again, please save frequently, and to alternate filenames, in case something goes wrong with a file, you have something at least semi-recent to fall back on.
Now that the disclaimers are out of the way. The good news is in the changelog below, and also we have the basic groundwork layed for bones/heirarchy, so this feature should be coming soon in one of the next 2 updates. As stated in our last update, we plan to release a version roughly every 2 weeks, so the 1st and 15th of each month, give or take a few days.
Over the next few days I'll be writing up some slightly more detailed documentation for developers working with the file format. But most of the developers who already implemented the previous file format, and/or participated in the discussion that ended with the final format should have little trouble. Also linked at the bottom of this post is once again the full format outline, as well as a compact version which only shows the features of the format currently implemented in the editor.
Thanks again for testing everyone. Don't forget right now only the non-pro features are implemented, so encourage all your friends to come download the free version. We'll be replacing the official download page with this version in the next few days, but for now, the Kickstarter page, and our forum is the only place with these links.
- Added basic file input and output to the new file format.
- Added a Playback Speed slider in the Timeline Window, to preview your animation at different speeds, including backward (-200% to 400% actual playback speed)
- Proper multi-object select with proper multi-object transform controls.
- Fixed a crash when click-dragging the background before a file is loaded.
- Fixed a crash when dragging and dropping to reorder objects in the Objects in Frame window, when dropping objects below the lowest object on screen.
- Fixed several bugs where the objects weren't drawn in the correct order in the Canvas window, so the order in the Objects in Frame window didn't correspond perfectly with the canvas view.
- Fixed a visual bug where jumbled text appeared in the expanded object properties in the Objects in Frame window.
- Fixed several bugs where the tweened objects behaved strangely when dragging the timeline slider.
- When zooming with the mousewheel, it was impossible to get back to exactly 100% zoom
- Fixed a visual bug where keyframes weren't aligning properly with the timeline slider. This bug was much more pronounced on Mac and Linux, but should be fixed on all platforms now.
- Delete when several objects were selected didn't always delete all objects.
Mac specific fixes:
- Fixed a visual error on Mac, when dragging and dropping to reorder objects in the Objects in Frame window, though the objects would reorder correctly, it appeared like the drop was being rejected. (animated sliding back to it's original spot)
- Fixed a bug on Mac that didn't let you expand object info in the Objects In Frame window by clicking the arrow.
- Several optimizations to improve performance while manipulating images in the canvas.
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Our undying gratitude permanently etched on every electronic Spriter manual and on the acknowledgements section of our website, from here until the end of time.Estimated delivery:
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All of the above, and the full pro version of Spriter, starting with the original version immediately available for download, which comes with the free Construct Classic plug-in for easily loading your Spriter character into Construct based directx games - Plus! One additional plugin of your choice upon it's release. The Construct 2 plugin for making games that run in browsers, with optional Facebook, and Kongregate integration, is guaranteed to be available within our 6 month development cycle, but if you choose to, you may wait for any plugin of your choice. We cannot guarantee their eventual availability, or a timeframe for development, because both are in most cases dependent on our ability to recruit a capable third developer, however, we will make every effort to have plugins available for Torque2d, Unity, Gamemaker, DarkBasic, MultimediaFusion 2, as well as a general C++ API for integration into your own engines written from scratch. If you have already purchased a previous version of Spriter, you may choose 2 plugins of your choice.Estimated delivery:
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All of the above, and a free art pack created by professional game artist Mike Parent, that you can use to get a head start on making your amazing looking game. Replace a handful of images, and you have completely original art, already professionally animated. If you wish to you may also tweak the animations to give your characters even more unique personality. The first art pack estimated for August will be a Platform-Adventure art pack. You may choose to hold on to your claim and wait for another pack. As of yet, we don't have time estimates for future art packs beyond the first.Estimated delivery:
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All of the above, plus membership to the private Spriter forums, where you will have access to daily builds, and test new features the same day we begin testing them. You will be free to use these features in your own titles, including commercial titles, the moment they are available to you. This private forum will give you a direct line to feature suggestions and shaping workflow, while features are still being developed.Estimated delivery:
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Everything above, plus membership to the private Prophecies of N'nar forums. Prophecies of Nnar will be a game developed by Brashmonkey using the amazing Spriter technology. You will have access to beta versions of the game, playing levels, and giving gameplay feedback, before the rest of the world even has a screenshot of the levels you're playing.Estimated delivery:
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This is a Unity specific reward. Everything above, and participation in the Unity alpha, once it's far along enough. Delivery date estimation is the same as Spriter 1.0 to give us some breathing room, but we expect you'll be alpha testing long before this.Estimated delivery:
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Everything above PLUS a 30 minute live portfolio review via Skype or Messenger between Mike Parent and any aspiring game artist of your choice(or two aspiring artists of your choice). If you aren't an artist or don't know artists, we're open to alternate reward ideas. :) Individual sessions will need to be scheduled, but will begin as soon as we are funded. You will also get a signed original concept sketch by Mike Parent for the upcoming adventure game, Prophecies of N'nar.Estimated delivery:
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Everything above, except the portfolio review, PLUS ALL future 1st party plugins for Spriter across all game engines and platforms, beginning with the first at the estimated date.Estimated delivery:
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Wow!!! Thank you! Everything above, including the portfolio review, AND you get to choose between a custom character made to your specifications for your own game, by professional game artist Mike Parent, OR a Spriter character version of yourself making a cameo appearance in Brashmonkey's in house title, Prophecies of N'nar. You will also get the original files to be able to load your character into Spriter, and do....whatever with. You won't have partial ownership over that character, or a share of profits from N'nar, but you can put you in your own game, or make animated greeting cards or whatever. The time estimate below is a rough estimate for N'nar's release, a custom Sprite for your own game could be delivered much sooner. Custom character for your game will include one idle animation, and a close up dialogue portrait.Estimated delivery:
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Woohoo!!! You rock! You can have everything above AND a full version of ALL future Brashmonkey software, for the extent that Mike Parent and Lucid are running the show. This includes all future development tools, games, plugins, artpacks, you name it. We don't intend to stop with Spriter or N'nar. The potential value for this is staggering, if not earthshattering, or life-altering. Estimated delivery date starts with the release of Spriter 1.0.Estimated delivery:
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