Onion skinning available

May 30th, 2013

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 feature is there, though it is very new and may see some minor tweaks. This is a powerful feature that has many uses. We will make a tutorial video in the next day or two detailing its usage. Enjoy!


Tons of runtimes, editor features on the way

May 24th, 2013

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 third party runtimes available. The runtimes will continue to evolve, but you can now use Spine out of the box with pretty much any game toolkit. If not, you can easily extend a generic runtime or base a new runtime on an existing one. Our initial Kickstarter goal was for more Spine runtimes and we very much appreciate all your help in making this a reality!

We’ve also begun implementing editor features. First, you can now disable automatic updates. To enable this, you will need to download and reinstall Spine using your private download link. After that, you can choose a specific version to use in the settings dialog.

Spine settings dialog

Many new features will be introduced over the next few weeks. We’ve already implemented automatic keying, exit confirmation, additive blending, disabling scale and rotation inheritance, a dopesheet overview, and many other small features and bug fixes.

As always, keep up to date on Spine happenings by checking the changelog and Trello boards for the editor and runtimes. Drop by the Spine forum if you have any questions or just want to show off your work.

AS3 and Starling runtimes available

May 1st, 2013

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 Starling example here.

The Torque2D runtime is almost complete. We are working with GarageGames on polishing the last bits of the API so all the functionality is available through TorqueScript.

Better integration for Unity’s 2DToolkit will be done soon (we haven’t forgotten about you!).

This leaves only one runtime remaining, JavaScript, then we can finally move on to editor features!

Be sure to check out Ravenous Games’ Ludum Dare 26 entry, which is a Unity-based game that uses Spine!