Art Pack production is also about to get turbocharged! Several great artists have signed on with us to insure that not only will several art packs will be ready for the release of Spriter 1.0. We'll leave this unmarked as final until the next release 2 weeks from now, so anyone can ring in with last minute suggestions, and we'll have a little more time to explain/discuss some of the new stuff, but any changes made in this final stretch should be insignificant to development time.īut that's not the last of the good news. So far it looks like we've reached a workable final file format and I encourage all developers to get going so we can all take the 2d world by storm. With the final default data format revealed, all Spriter plug-in developers can get to work creating fully featured Spriter plug-ins for any and all game authoring systems and game engines starting aning its highly likely fully features Spriter plug-ins will be ready for several game authoring systems even before the release of Spriter 1.0. The plan is to have texture-packer be able to export to a Spriter-specific format that can be embedded into your SCML file, and for those of you whose platform of choice already has excellent support for one of the many texture atlas formats Texture Packer uses, you'll be able to keep the atlas files separate, and Spriter will provide the necessary information in the output file to reference your TexturePack'd textures.Īnd Spriter itself is not the only thing picking up steam. Skeletal Animation, you're next to be revolutionized!Īnd just when it seems Spriter news can't get any better, we're proud to announce that BrashMonkey will be collaborating with Andreas Löw, creator of the industry standard texture-atlas(sprite-sheet) generation tool, TexturePacker. After that, top priority will be to add in the remaining features to make this new Spriter the ultimate game animating tool as quickly as possible. But fear not, with your help reporting any bugs, we should have this new Spriter running stable by our next release at which point we'll unlock the saving features. Because this release is so completely new under the hood we've left out the ability to save to avoid potential loss of work. More good news? Now that the foundation for this new cross-platform Spriter is finished, update builds with new features, tweaks and bug-fixes will be drastically more frequent, with an official update build at least once every two weeks.įor those already using the previous beta of Spriter, don't uninstall it just yet, as this new alpha is not yet ready to take its place. Expect more innovation that makes animation and game design exciting and easy as Spriter continues to develop from this early state.
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