Nate

Hackerham wrote:1) What about support of polygon packing for meshes? I saw how @StageXL published in his twitter optimized atlas for Rider.
2) When will you publish it in Steam? Spriter is already there.
3) What about region-based discounts? I know a number of indie game developers in russia and ukraine who just cant spend that much money due to economical crysis.
1) Polygon packing would be great, but it's quite complex. Even rectangular bin packing is NP hard.
2) What benefits are there to putting Spine on Steam? What Spriter does is not interesting for us.
3) I understand the difference in economies between the US and eastern Europe (I live in Croatia). However, it's difficult to make discounts fair, especially for a lifetime license. Unfortunately we haven't been able to come up with a reasonable solution.

vlaaad, we've committed a fix for that problem, thanks.

justifun, we don't generally do back fixes. The effort this requires generally makes it not worthwhile, it would be better to spend our time moving forward (eg, updating the runtimes to work with v3).

hollyhogan, glad you got it sorted out. :)
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Nate

Nate
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puzzler

Is it possible to fix mouse zoom-out? Now for zoom-in we scale to mouse position, but for zoom-out we scale to no where ... it will be cool to keep zoom at the center of mouse position on zoom-out too.
puzzler
  • Posts: 108

raoulito

MMhmmm, am I cursed ?
http://screencast.com/t/m0rdg4jcvyq

where is the v3 ??
Best Regards,

Raoul Miclo
2d animator

Fox cub games
raoulito
  • Posts: 13

Nate

puzzler, mouse wheel zoom works as designed. Zoom in goes to the mouse position. Zoom out is based on the screen center. Eg,move the mouse to the left of center if you want to see more to the left when you zoom out. This allows you to both zoom out and pan at the same time. It takes just a moment to get used to, then you will be able to zoom out and zoom in again at a different location very naturally. If it zoomed out using the mouse cursor similar to how it zoomed in, you would have to zoom out, pan, then zoom in again.

raoulito, 3.0.00 (or any version) won't appear in your list until you have updated to that version. To use a specific version, select it in the list (or click Other and type it) and Spine won't auto update. Since you have selected 2.1.27, Spine does not auto update to the latest. If you choose Latest it would, except v3 is a big release that requires a launcher update, so instead of updating it will prompt you to download a new launcher.
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Nate

Nate
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raoulito

@nate that was so easy...
ok it works, now I will wait a little before upgrade it, just a first potential release 3.0.1 ;) ?
thanks for your help !
Best Regards,

Raoul Miclo
2d animator

Fox cub games
raoulito
  • Posts: 13

foriero

Hi Nate, congratulation to 3.0 release. We are super happy that you are going forward. :party:

I ve already wrote it in UNITY section but I will ask again. Please let us sell animations in unity asset store. It will only bring more fame to your app and your company. All what is needed is to put unity runtime on asset store ( paid or free ) and revise your license.

Really, I feel you can only gain by this move. Any thoughts on it?

Again... thank you again you are going forward. Keep the pace. We know how hard it is. :-)

---

One more request. Can you please add views for Images, Skins, Draw Order, Events and Constraints? Especially Images is needed since putting larger amount of file into spine is quite unhandy when one has to scroll down and up all the time.

Thank you, Marek.
Founder & CEO Foriero s.r.o.
https://studio.foriero.com
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foriero
  • Posts: 472

Nate

foriero, I've responded to your thread about the Unity asset store.

Yes, more views would be helpful, as well as incremental search to quickly find items in the tree.
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Nate

Nate
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loogie

I'm having an issue on my win8 computer. I've downloaded the loader, and installed spine, but it will not run. No error message or crash that I see. I just get nothing (no loader, flicker or anything). If i watch the task manager, somtime i see spine pop up for a second or two, but other then that i don't see anything. Any suggestions for what I could try?
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loogie

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  • Posts: 4

tim.hoeregott

Hey Nate, can you give us an estimate for when the Spine 3 Unity Runtime will be released?
My company is working on a short-term project, and it is extremely important to us know if we should plan with Spine 3.0 or not.
tim.hoeregott
  • Posts: 11

kxs

The edit box which is used to manually define scale factor works quite strange.
Sometimes it doesn't allow to enter floating point values (0.98). It enforces the entered value to the nearest integer (0.98 -> 1.0). Sometimes it doesn't allow to change negative value (-1.0) to positive (1.0).
Seems it's a bug.
kxs
  • Posts: 36

Pharan

@tim.hoeregott
It won't take long. I highly doubt the Unity/C# port won't be done before February.
You can check the progress here: Unity Runtime v3.0 Update Pending

---

kxs wrote:The edit box which is used to manually define scale factor works quite strange.
Sometimes it doesn't allow to enter floating point values (0.98). It enforces the entered value to the nearest integer (0.98 -> 1.0). Sometimes it doesn't allow to change negative value (-1.0) to positive (1.0).
Seems it's a bug.
I can't replicate this bug. What else can you tell us about the setup where this is happening?
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Pharan
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kxs

Pharan wrote:I can't replicate this bug. What else can you tell us about the setup where this is happening?
@Pharan I've captured a video.
https://dl.dropboxusercontent.com/u/29632940/spine/G9jQ6q2cfK98d0kM57Fw0Ht1M4geb2li/spine-scale.zip
Moreover if I switch focus between edit boxes their values become swapped.

Spine version: 3.0.00 Professional
Windows 8.1 Pro
Java(TM) SE Runtime Environment (build 1.8.0_65-b17)
kxs
  • Posts: 36

Pharan

I think there's a bug but it's not as you described.
The video sums it up well though. Thanks for sending that!
I was able to confirm it on my end too.
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Pharan
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Nate

loogie wrote:I'm having an issue on my win8 computer. I've downloaded the loader, and installed spine, but it will not run. No error message or crash that I see. I just get nothing (no loader, flicker or anything). If i watch the task manager, somtime i see spine pop up for a second or two, but other then that i don't see anything. Any suggestions for what I could try?
Are you running Bit Defender or another anti virus? A few people are having problems with their anti virus deleting Spine files:
Spine 3.0.00 doesn't run

Thanks for the bug video, we're working on a fix.
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Nate

Nate
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Hackerham

Nate wrote:1) Polygon packing would be great, but it's quite complex. Even rectangular bin packing is NP hard.
N is not that big in our cases. Unity and TexturePacker already have it, but I dont know which algorithm they are using. Did you at least investigate it?
Nate wrote:2) What benefits are there to putting Spine on Steam? What Spriter does is not interesting for us.
I thought you'll be able to sell stuff in regions, but I dont know if its possible to sell periods and not whole app.
Nate wrote:3) I understand the difference in economies between the US and eastern Europe (I live in Croatia). However, it's difficult to make discounts fair, especially for a lifetime license. Unfortunately we haven't been able to come up with a reasonable solution.
Make it yearly, like texturePacker. Even JetBrains doesnt sell life-time licenses anymore.
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Hackerham
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Nate

I admit I haven't investigated polygon packing yet. Of course it's possible and I would definitely like to have it.

I can't seem to easily find what cut Steam takes for non-game apps, but I expect it could be up to 30%. This makes sense for games but probably not so much for Spine. I don't know how their region sales stuff works, but that is a good point. I've seen games for 9 euros, then I switch to a proxy in the states and it's 9 dollars (yeah this is backwards example, sorry :p).

We have talked a lot about offering updates for a year initially and then a small fee for another year of updates. Ultimately we agreed it is probably a better idea than the current licensing, but making that change is a lot of work and we have so many more pressing things we would rather see get done at this time.
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Nate

Nate
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Foxium

I agree. Yearly License would work for us as well. I mean, I would love to support you guys and keep Spine evolving and I would like to see more features. I would even agree to pay for 3.0 Upgrade. Chaos Group doing the same. for example Vray Version 2.0 was 1000$ and all the next version before 3.0 are free.

In addition, what would be cool, if you could have some kind AKA kick starter for Features. So let's say 50 users want to have some feature, those users can donate I don't know whatever 50 EU for example and then you add this feature, even thaw for the rest it will be kind free.

Just some crazy idea.
Foxium
  • Posts: 30

Pharan

Just FYI, whatever other company or group is doing historically hasn't been a strong argument for Nate. :p
Any facts and info are helpful though.
And it's cool when we hear about sensible demand and not arbitrary should-be-this-and-that. So thanks for sharing!

For now, there's work to do! Lots of new features for Spine this year! (I hope I don't jinx it!)
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Pharan
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kxs

Hi guys,
I have just updated to Spine 3.0.02 and think there are new bugs introduced.

1. Rotation angle edit box changes its value on focus change if negative scale is set.
Here is the first video describing this bug as usual :)

2. Key frame navigation became broken.
If I drag timeline cursor the key frames are playing normally, but if I just click at specified key frame nothing changes.
And the second video is also here.
kxs
  • Posts: 36

Nate

Thanks kxs. #1 your video was helpful and we are working on a fix. #2 is fixed in 3.0.04, available now.
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Nate

Nate
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mayhemking

Awesome! The new scaling is great! Eagerly awaiting the Unity runtime :D
mayhemking
  • Posts: 37

lluks

Damn, so I've basically just made my work file useless as i've saved it in v3, but v3 exports don't work with Unity at the moment? Did I miss some warning with the update on the program that let me know that my files were going to be held hostage until the runtime is updated?

When is this likely to be fixed? Is there anything that can be done to work around backwards compatibility? I've got older versions of the file if that helps?

Also, another discovery while I'm here! When exporting, in V.3, spine/texture packer isn't exporting all the assets used in the animations. It's just flat out ignoring about 1/3 of them. I've restarted and downgraded (due to the whole not working thing of V.3) and they export perfectly in any version earlier than v.3.
In my case, I have about 11 skins, each with a flailing arm animation which consists of about 20 pngs per character (a png sequence rendered from AfterEffects). When exported, V.3 Spine/TP only exports one skins set of arms, and ignores the other 11 skins worth. Yet it exports all 11 skin's other assets (heads, bodies, legs) just fine. Any Ideas?

I'm on Mac btw.

Any suggestions for either of these issues would be much appreciated. Cheers.
lluks
  • Posts: 5

mayhemking

I ran into the same thing. Luckily I had a copy of the file backed on online.
mayhemking
  • Posts: 37

Søren

@Iluks if you saved your project with an older version there should be a backed up version in the backup folder. If you go to "Settings" you can open your backup folder from there and check.

Would it be possible for you to share your project that is causing exports to fail? If so please send it to contact@esotericsoftware.com and include a link to this thread so we know where it's coming from. :)

Sorry for the problems. 3.0 is a very large upgrade but we'll have the bugs ironed out soon. We are working crazy hours to fix things.
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Søren

Shiu
  • Posts: 2452

Leemon

What about Unreal 4 runtime?
Leemon
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