Update on impending price increase, and a change in plugin policy
Hello everyone, We wanted to give everyone a heads up about the impending Spriter price increase and a change in policy regarding Spriter official plugins.
Spriter 1.0 will be priced as follows:
Essential : Free - create animations with Spriter's basic features
- Position, scale and rotate any images in a frame.
- Vertically or horizontally flip any images in a frame.
- Set the opacity level for any images in a frame.
- Adjustable pivot points.
- Tweening support.
- Export finished animations in SCML for realtime playback or full frame sequential PNGs (with alpha channel).
- Basic onionskin mode for easier animating.
- Basic bone support
- Create multiple characters per file.
Professional : $75 - Indie and personal use*. Upgrade to Pro to unlock additional awesome features for animation and game development.
Commercial : $250 - For commercial organizations*
- Advanced onionskin mode for pro animation.
- Advanced Bone support with IK and constraints.
- Set up grids and load in background images to work over.
- Place unlimited, named “action points” per frame.
- Place unlimited, named collision rectangles per frame.
- Set up variables or tags for characters, with default values which can be triggered to change at any animation frame. Attach these variables and tags to specific keyframes, sprites, animations, etc.
- Easily design “character maps” for visual variations of characters using extremely little extra data or time. (Ideal for characters getting new weapons, armor, etc).
- Merge multiple Spriter project files into a single file (great for working on large game projects with a team).
- Trigger and preview sound samples with volume control per frame.
- Quickly replace images or entire image folders in your animations.
- Create rotated version of frames.
- Automatically import sequential images as animations.
- Texture atlas (spritesheet) support via Code'n'Web TexturePacker integration.
* Pro users must upgrade to a Commercial license if you generate over $8000 on a project using Spriter
Larger businesses contact us about studio licensing.
Educational institutions please contact us about classroom licenses.
The pro and commercial licenses will be available to use in one of two flavors:
single user - multi seat
This is a cross-platform license intended for a use by a single user for personal or indie use, potentially on more than one machine. This means you can install it on your home Windows PC, and your MacBook Pro when you're on the go, or whatever combination of computers you happen to use.
single seat - multi user
Install on a single computer for use by one or more users at a development or animation studio. This license is meant to be installed on only one machine at a time for multiple users.
Spriter will begin being split off into free and pro versions in one of next 2 releases, and this price increase will take effect on December 15th. So this month and a half will be the last chance to get it at our low pre-order price. Tell all your friends and fellow developers and animators to get it while it's still at the alpha price. Also, as of now, the only version that is or has been available for sale on our site is pre-orders for the pro version. We will make the commercial license available once the price increase takes effect.
Change in 1st Party Plugin Policy
Originally our business model included selling plugins and api's for Spriter as one potential revenue stream. Third parties would still be allowed and encouraged to develop and even sell plugins, but if we made one ourselves or hired a third party to do so, this would be an 'official' plugin, which would be promoted and sold on our site. We were also going to provide an avenue for third parties to partner with us, and we would share profit with them, and promote the plugin on our site in exchange for a share of the profits.
On the surface it made sense, and doesn't sound like there's anything wrong with it: "Make the program, the art packs, and the plugins. Sell the program, the art packs, and the plugins." However, as time went on, and the community of developers grew, we realized that it wasn't the right thing to do. There were developers creating and sharing their source code, and we would be punishing developers who wanted to share their source code, by not giving them the same promotion as developers sharing profit with us. We also realized on a wider scale, it would be dividing the entire community up into the official plugin developers, and the other plugin developers, as if we're the gatekeepers for who's good enough to get exposure, and the determining factor is a willingness to share profit. When looked at this way, it was definitely not who we wanted to be at all.
What's best for developers, animators, gamers, and Brashmonkey, is regardless of whichever platform you develop for, on whatever OS, just as you'd expect to find support for common image formats, you would find support for SCML. Depending on the platform or engine, it may or may not be common for developers to charge for APIs, plugins, etc. This should be up to the developer(s) doing the work. All implementations should be as easy as possible to find for any developer who needs them, and if it's not already on that platform, it should be as easy as possible to create one.
While we are certain this is the right decision, there are 77 of you who pledged enough to be in on the Unity plugin alpha, and 39 of those pledged enough to get all future first party plugins. As of now there will only be two first party plugins, for Scirra Construct 2 and Construct Classic, and we'll get back to that in a minute. When last I checked, there were 2, and possibly 3 Unity implementations in the works, including a collaborative effort on Spriter's messageboard started by ThinkSquirrel for a free Unity API. Not only do we not want to interfere with this, but it also means that you will all have access to these plugins far sooner than we would have been able to develop ourselves or work out a contract with a 3rd party developer.
So, a Unity plugin is coming, as are many other plugins and api's for other engines, most of which you can find in the forums. Furthermore by making both Construct plugins for free, those backers would indeed be getting all future first party plugins. However, we're not trying to get off on a technicality, and as some backers pledged extra for these privileges we're going to start off by giving all those who pledged 99$ or higher the full commercial license, but if you're one of those backers, we'd also welcome feedback about what additional rewards you would like. (For example, an extension of daily build access after Spriter 1.0, etc)
As for why we're still making the Construct plugins. This isn't a question of favoritism, it just so happens that Edgar has created several plugins for Construct in the past, including betas that were already made for these plugins, before the Kickstarter even came about. In the original plan to sell 1st party plugins, these were going to be the only two we were going create in house as opposed to hire out to a third party. These plugins will function as additional example implementations for developers, as they will be free and open source upon completion. The Construct 2 plugin in particular is also part of a larger strategy by allowing us to demonstrate Spriter in realtime in a browser without needing to download anything. Eventually, we'd also like to use Construct 2 to create a no-plugin required realtime player so Spriter users could embed examples of their work to share on websites with fans or potential clients. We plan to also create less obvious realtime usage examples, like easy to create, but complex and impressive Spriter powered GUIs, or real-time motion comics. The Construct 2 plugin is currently in development along with the remaining features of Spriter, and will also aid in expanding the SCML documentation by giving me first-hand experience implementing loading and playback of engine-side SCML.
Of course it goes without saying that the last few features, and the road to full bug-free stability are our highest priority. Each new feature comes with potential new bugs. In one of the next few updates, all the basic 1.0 pro features will be implemented and full focus will be on stability, documentation, and polish. And finally, it's getting asked around alot, lately, so I'll say it here, our estimation for 1.0 is by the end of Dec 2012. Once Spriter 1.0 is complete and stable, we still have many more exciting features and enhancements we will add to Spriter, and we'll reveal more after 1.0 arrives.
We're nearing the home stretch for 1.0, and we can't thank you all enough for your continued support.
-Edgar and Mike @ BrashMonkey