It would be 4 points to start, but possibly could add more.
The $51,000 goal has been reached! Can it reach $55,000 within 42 hours?
Wow nice, up to $55k, congrats! You guys pretty excited? It sounds like a decent amount of money, but it also can be seen as “sales” - with a lot of work needed to add all the stretch goals.
It looks like all the stretch goals will be able to be reached, aside from the free form deformation. Why is that $20k more (Money is probably relative to the time investment- So I’m assuming you’re estimating it will take 2-6 months full time to implement)?
I would like to try to deformation on a texture in one of my games- do you have any advice on where to start? Or what your plan would be, if you guys do reach that stretch goal?
We’re excited for sure. It’s also a huge amount of work, but oh well, people will be using my stuff and I’ll have enough money to eat and most likely stay in Europe.
Deformation is hard. Hard to do nice in a UI, hard to implement for runtimes.
The simplest deformation is just drawing a quad instead of a rect. Add more points for more control over how the image bends.
Ah, where are you from? I thought you and Mario were both from Austria?
You guys should try to think of a way to make a different type of “basic”/free version for really low end hobby users.
I’m not sure the best way to “neuter” it, to give them some very basic functionality, and entice them to upgrade.
Right now they can do everything in spine- and have to upgrade to actually export to their game (which is a good way of doing it)- but maybe there could be a way that they can only use up to like 3 bones, or 3 graphics- something to limit them a lot, but allow people just exploring it to use it for something basic, and run into a wall early on, but still find use in the free version.
If I did a tutorial for it, only people with the full version can follow along. I think it would open it up to more people using it+ being able to use it, so that you have a lot more people that can “try before they buy”, or just use a basic version of it.
Andreas Lowe’s Texture packer does a good job with that- he uses a crappy packing algorithm in the free version that wastes a ton of space, but is completely usable (except in a final product, where you need to try to limit memory use, and need efficiently packed textures). So you can use it fully for putzing around, and it works for very basic stuff, but you’re severely limited on a normal project.
A lite version that only exported spritesheets up to some limited number of frames per sheet would probably serve the needs of people who are too cheap for/can’t afford/don’t need the full version anyway. No runtime export, just png snapshots.
As for a tutorial, I’d advise making tutorials for the free version. It’s basically advertisement.
I’m from Seattle but got tired of the gray and gloom, so I’ve been a coding nomad, traveling for a couple years now. I’m currently in Austria, but will have to leave the Schengen area for 90 days soon, not sure where I’ll go.
I’m not sure about a lite version. Some people are even more turned off by crippleware than the current approach, which lets you do everything and really explore the app.
I´m really looking forward to start using Spine! Congrats on a successful Kickstart.
Yeah, maybe have a poll or something at some point. Personally, I would rather have some kind of fully, usable demo (for the whole pipeline- animating something and seeing it in my game), then being able to do wonderful animations, and then have to spend money to see if it would actually work.
But, with the demo project files included in the runtime, it at least lets them see someone else’s output from spine, and allows them to integrate it, so they can at least try it out there.
But I still think there would be a larger market of even LibGDX users who would be happier with being limited to only animating something stupidly simple, and actually seeing it in their games, becoming more advanced, seeing the value and buying it so they could do more advanced things. Maybe give the option on the current demo version to allow it to export, but with only up to 3 bones, or only 2 frames, but allow it to work completely.
I think it’s definitely worth the money, it’s a great application, and the animation side + runtimes are two separate products you could have probably charged twice for
And it’s very awesome- with 1500 backers, and the program taking 7 months to make, you’ll be saving everyone 875 years of trying to code something similar!
It would be awesome to live in Europe, even for a short term- I don’t think I’d get much coding done though
Did you and Mario work together before you came over?
If I ever move away from pixel-art animations, this is definitely what I’ll use.
Mario and I have worked on OSS for years, but we did work together in San Francisco for a few months about 1.5 years ago.
I’ve always lived in big cities in the US. Each has their own sort of personality defined by the people. Some places people are generally happier and more friendly than others. Europe is the same way, though the personalities are different than can be found in the US. It feels like life is simpler. It’s nice. I do feel like I miss a lot since I only speak English, but my friends take good care of me.
Also it’s great that everything is so close together in Europe. A 4 hour road trip or train ride can take you to fantastically different places. Flying is also better, I went from Vienna to Copenhagen for $65 and it only took 1.5 hours. I drove from Seattle to Vegas and it took 2 days non-stop, with absolutely nothing in between.
lol, yeah I am in Arizona, but would like to “move up” to San Fransisco, Oregon, and Eventually check out Germany, France, Italy, Hungary, and maybe explore some other places I don’t know much about yet at all.
The best place I have is a 6 hour drive to San Diego, or 2hr drive to the mountains, where trees exist.
Do you currently live in the middle of a big city?
How do you and Mario survive, if you’re working on OSS pretty much full time?
I for one am not working on OSS full-time
I checked the price a few hours ago on your website and wanted to buy it. I couldn’t find my debit card at first, but found it just now and went back to your site to buy, and now it’s up to $55 from $45? Bro… not cool.
It was only discounted during the kickstarter from what I remember- So they probably forgot to change it sooner.
Are you guys going to enable v-sync? The screen tearing is really awful :S
Also, I got a NPE when clicking the button to the left of the X (close) button:
java.lang.NullPointerException
at od.a(SourceFile:102)
at pv.changed(SourceFile:108)
at com.badlogic.gdx.scenes.scene2d.utils.ChangeListener.handle(SourceFile:28)
at com.badlogic.gdx.scenes.scene2d.Actor.notify(SourceFile:168)
at com.badlogic.gdx.scenes.scene2d.Actor.fire(SourceFile:133)
at com.badlogic.gdx.scenes.scene2d.ui.Button.setChecked(SourceFile:112)
at com.badlogic.gdx.scenes.scene2d.ui.Button$1.clicked(SourceFile:85)
at com.badlogic.gdx.scenes.scene2d.utils.ClickListener.touchUp(SourceFile:78)
at com.badlogic.gdx.scenes.scene2d.InputListener.handle(SourceFile:56)
at com.badlogic.gdx.scenes.scene2d.Stage.touchUp(SourceFile:310)
at com.badlogic.gdx.InputMultiplexer.touchUp(SourceFile:94)
at com.badlogic.gdx.backends.lwjgl.LwjglInput.processEvents(SourceFile:297)
at com.badlogic.gdx.backends.lwjgl.LwjglCanvas$3.run(SourceFile:235)
You get tearing? Weird. Vsync is enabled. I assume this is you?
OS: Windows 8 amd64 6.2
Java: 1.7.0_13 Oracle Corporation
Java HotSpot(TM) 64-Bit Server VM
OpenGL: NVIDIA Corporation
GeForce GTX 580/PCIe/SSE2
4.3.0
That crash… should never happen, wth…
Sorry vbrain, any time a price changes someone isn’t going to be happy. The $45 was a v1.0 release sale just until the Kickstarter was over.
Mario has a real job, working for The Man. I’m a couch surfing bum. Spine is my only income, and it has been a long time since I had any. I’m in Graz, same as Mario, the 2nd largest city in Austria. It’s not all that large compared to a US city like LA, but it’s still the city.
It’s the best city in the world.