New Spine Features
Hey everyone! We have now updated all 18 of the official runtimes to support all the features in Spine: bounding boxes, keyable draw order, events -- everything. We've also been... Read more
Bounding boxes and a special announcement
We have released bounding boxes! This allows you to attach polygons to bones, then at runtime you can use the polygons to do hit detection, for physics simulation, etc. A... Read more
Keyable draw order
We've completed the keyable draw order stretch goal! You can now change the draw order during animations without using multiple slots.
To use it, switch to animate mode and change... Read more
Texture packing, event timeline, new videos, and more
We've been hard at work in the 2 months that have passed since the last update. In that time we've done 37 releases, which averages to a release every other... Read more
Onion skinning available
Onion skinning is now available in v1.4.01+! It is actually called "Ghosting" and is accessed via the Ghosting button just above the dopesheet. The core of our vision for this... Read more
Tons of runtimes, editor features on the way
It's been a while since our last update, but rest assured we haven't been slacking off! :)
Check out our runtimes page, where we have 17 official runtimes and 21... Read more
AS3 and Starling runtimes available
We are happy to announce the generic AS3 runtime is available! As usual, you also get a bonus runtime that wasn't promised in the Kickstarter: Starling! You can see a... Read more
Lua gets some LÖVE
The generic Lua runtime is now available! spine-corona has been refactored to use it. As a bonus, an official LÖVE runtime is also available.
Implementing all the runtime over and over (and over) for various toolkits in multiple languages has highlighted where things can be improved. I've just committed some refactoring for all the... Read more
Unity and C# runtimes, more videos
We are happy to announce that the Unity runtime is now available, as well as the generic C# runtime which it uses under the covers. As a bonus, we've also implemented... Read more
Changelog is back
Maintaining the changelog has been a bit of a pain to keep up to date, but I know people are curious about what goes into the new builds and the... Read more
cocos2d-iphone runtime, export format change
Recently it came time to tackle the cocos2d-iphone runtime. No one likes mixing C++ with Objective-C and they are right, it's nasty business. Ultimately we decided to write a generic... Read more
c++ & cocos2d-x runtimes, new videos!
It's been a while since we did an update. Rest assured we are steadily making progress! Be sure to watch the editor and runtimes Trello boards to stay up to... Read more
New Mac OS X OpenGL backend
Starting in version 1.2.0, Spine has all new code for dealing with OpenGL, which is used by the editor for all rendering. This affects a lot: window creation, OpenGL initialization,... Read more
What's new, tracking our progress, and issue trackers
Time for a Spine update!
We've been working hard on a number of things that will increase our productivity over the coming weeks. First, Spine now has installers for Windows... Read more
Spine Kickstarter complete!
It has been an exciting ride, but finally the Spine Kickstarter is over. Just over $67k was raised and every single stretch goal was hit, except for free form deformation!... Read more
All stretch goals reached except free form deformation!
Just a quick update to let you know that we've reached all the stretch goals, except for free form deformation! Woohoo! :) Only 3 hours to go.
C++ and SFML runtimes are working, tons of goals reached!
We've been making great progress on the generic C++ runtime, which is now fully functional. We needed an easy way to test it, so we've also built a runtime for... Read more
Runtimes open sourced and more goals reached!
The official Spine runtimes are now open source! You'll find them on our github account. Please keep in mind that they are currently under development. The generic C++ runtime is... Read more
Onion Skinning reached and tutorial video part 2!
We're happy to announce we've reached our first major feature goal: onion skinning! This displays "shadows" of the skeleton that show where it was in the past and where it... Read more
C# reached, new tutorial video, C++ progress
AS3 goal reached, almost to C#!
Big thanks to Handy Games for making a Game Toolkit pledge! They've chosen cocos2d-x, so that toolkit will be done ASAP. This also means we've blown past the Generic AS3... Read more
New pledge level added and C++ stretch goal reached
It's been a couple of very busy days here but it's time for a little update.
Yesterday we added another pledge level at $45. This pledge and all pledges greater... Read more
Spine stretch goals
After much deliberation, we finally came up with stretch goals for Spine! The number of requests we've received about which toolkits to support has been mindblowing. We really want to... Read more
Corona runtime complete
We've drawn a lot of inspiration from the huge response to the Spine Kickstarter and we've been hard at work. In only a week and a half we've done nine... Read more
Funded in 3.5 days!
Thanks so much to everyone for your support! The response from the gaming community has been phenomenal! It is really fantastic to see everyone so excited about Spine.
Lately we've... Read more