Spriter/C2 update 11/2 bug fix for performance mode

Discussion and feedback on Construct 2

Post » Fri Oct 18, 2013 6:50 pm

@lucid
This is awesome
Any ETA about the v6 :)

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Post » Fri Oct 25, 2013 2:05 am

Hey @lucid

I'm sure you're aware of this, but this is rather concerning...Esoteric Software's product 'spine' seems to be a shameless clone of Spriter. I've been seeing well-known developers tweeting about it! What's the deal there? I'm worried people will start seeing your software as the clone...
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Post » Fri Oct 25, 2013 8:34 am

@sqiddster

I think I read somewhere that those guys were unhappy with Spriter direction or roadmap, so they develop their own tools.

We are now waiting for ver B6 which should bring alot of new features.

Would really like to hear from @lucid though about the ETA..
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Post » Fri Oct 25, 2013 1:52 pm

[QUOTE=sqiddster] Hey @lucid

I'm sure you're aware of this, but this is rather concerning...Esoteric Software's product 'spine' seems to be a shameless clone of Spriter. I've been seeing well-known developers tweeting about it! What's the deal there? I'm worried people will start seeing your software as the clone...[/QUOTE]

As far I know, Spriter is made as animation program that is accessable for indie developers that wanna do game animations and don't have hundrets of dollars to buy softwares like Toon boom Harmony... and not to be most original.
can it really be considered as a clone for having features that already exist in other softwares? Despite the pricing, ppl seem to praise Spine over Spriter but then again, I guess they got more ppl to work on it. I still like Spriter better because it has plugin for C2 which has potentional for many objects in the game but I admit that id preffer more easy work with the timeline editing for advanced animations.Miu32013-10-25 13:55:28
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Post » Fri Oct 25, 2013 2:13 pm

I've been using Spriter for my Team Notion project and I like it. Spriter feels really basic compared to Anime Studio or Toon Boom but I see the potential in it. Hopefully a lot more features get introduced and hopefully we can get more menus telling the user what all we can do. For a while I couldn't figure out how to link bones to sprites and things like that.



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Post » Sat Oct 26, 2013 12:54 am

Hi everyone,


@ Mui3
There is and will be a lot more to Spriter than initially meets the eye. Spriter is not just an animating tool... The fact that you'll be able to use the actual animation data in-game instead of full frame images, as well as other game data, like action points and collision rectangles, trigger sounds, and variable changes, as well as control on the fly image swapping for characters that get new clothes, weapons etc is what really makes Spriter very different from the traditional 2d animation programs you mentioned.


It's also important to remember that (due to unavoidable injury related delays) Spriter is still in beta and missing several important features and work-flow enhancements (including to time-line manipulation) which will make it drastically more flexible, powerful, and easy to use.... Most of these features will be appearing in the upcoming beta release, and we'll continue to improve features and work flow every step of the way to releasing version 1.0 and beyond.


@ sqiddster,
As far as we've read, yes, its true that the creators of Spine were early supporters of Spriter, who basically decided (during the delay in Spriter's development) that they could make a bone centered animating tool to fit their needs for the game(s) they wanted to develop faster than waiting for Spriter. This proved be a good decision in their part, and help give another option to those who had immediate needs for a game focused bone animating tool.

We're frankly glad that the game making community had the option during our above mentioned unfortunate delay, and firmly believe that there is definitely enough room for both tools in this market that Spriter's Kickstarter campaign created. We think it will become clear by the time we release 1.0 and especially in the many releases after, that they will be very different tools, and Spriter will offer some very unique features and work-flow which will make it well worth the admittedly prolonged wait.

@TeamNotion, congratulations again on your success with Super Ubi Land, and we can't wait to see what you create with Spriter.

@ the whole Scirra community,
We feel we have a similar passion to the type that spawned Construct 2, and which is clearly guiding it to become among the most flexible, accessible and fun to use game authoring systems in history. Once we get all key features added to Spriter , we intend to prove this with a strong focus on continued improvements to UI and work-flow, on top of several entirely new features we have planned.

And of course, as hopefully you all know, we are working hand in hand with Ashley to make sure that we get full, flexible, intuitive and native Spriter support for all C2 users as soon as possible. Thanks everyone for your continued patience and support. The most exciting updates are yet to come. As per an ETA, rather than miss another, I'll just give the possibly frustrating but most accurate answer of "when it's ready". Things are progressing well on both the editor and on tests so far with the next version of the plugin, but I want to keep the option open to be sure everything works as well as possible, rather than rush to meet an arbitrary deadline.
lucid2013-10-26 15:10:42
Spriter Dev
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Post » Sat Oct 26, 2013 7:56 am

lucid@ as long you know what you doing I got all the time to wait and Im looking forward for the awesome updates :D
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Post » Thu Oct 31, 2013 7:19 pm

@lucid

Sorry to ask. I know B6 is a major focus. Which I'm looking forward to. However my game is at an impass waiting for Character Maps in the C2 plugin. Is there anyway to get a small update for Character Maps in the mean time?

My animation skills are lacking already, but I do have enough of a Spriter object going with Character Maps that I can put a demo release of my game. but I'm sorta stuck with just usign the grey template :(

It would be super fantastic to just get a small plugin update. PLEEEEAAASSEEEE :)
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Post » Fri Nov 01, 2013 5:19 pm

Well, B6 is long overdue, so the short term priority is completing that. Then I will give Ashley all of the necessary changes C2 side, and then update the plugin in several updates incrementally starting with character maps, since that was already a feature in B5, that way you don't have to wait for any of the other features. lucid2013-11-01 17:23:19
Spriter Dev
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Post » Fri Nov 01, 2013 10:21 pm

@lucid
Thank your for the update. I appreciate that it will be a priority on the next plugin update. I'm going to assume that B6 is in the winds when it comes to release date then.
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