First thing’s first, Sprite Lamp is on sale on Steam this week, for thirty percent off. A couple of people asked me when that was going to happen, so here we go. I turned thirty a couple of days ago so I thought that was as good an excuse as any. I’ll note that this sale includes the upgrade from the hobbyist version to the pro version. So yeah, here are the links to the Steam pages if you want to get in on that.
I’m not enjoying giving bad news for the mac port, but unfortunately there has been a hold up – we’ve recently been having a pretty major show-stopping bug with some not-yet-understood combination of mono, graphics drivers, and OSX versions. Rob has more resources than I do for this, and he’s currently messing about rolling things back to get it to the point it’s usable. Once we get it to some working state, the plan is to release an alpha to kickstarter backers, to get a feel for reliability, and hopefully that will give us the data we need to move on to a proper release.
Linux alpha incoming
Progress is much more forthcoming on the Linux build, fortunately, and I’m hoping to get an alpha to backers soon. I’m still struggling with the Steam libraries on Linux, but other than that things seem to be coming together pretty okay.
Eating our own dogfood
Developers might recognise this rather gross-sounding phrase. ‘Eating your own dogfood‘ refers to the practice of using your own products internally. Technically, I think this would mean Snake Hill Games was making a new game, and it was using Sprite Lamp, but this isn’t the case (yet). Rather, I’ve noticed that too often, I don’t have a great answer to questions people ask about using Sprite Lamp with Unity, because while I have developed the shaders and put them in a toy environment, I haven’t actually used them for real. Unity is big and complex, and try as I might, I frequently overlook application details that are tripping people up. In an attempt to head that off at the pass, Halley and I have decided to make a small tech demo using Sprite Lamp and Unity. Hopefully the following things will result:
- I’ll encounter problems with using Sprite Lamp and Unity, and fix them.
- I’ll encounter workflow issues with Sprite Lamp now that we’re using it for real, and fix them.
- Halley will create a bunch of art, and write some blog posts on workflow and artistic best practices, that will perhaps be of some use to people.
- We’ll perhaps end up with some generic assets that people might find use of in their games.
- We’ll be able to give more concrete answers to questions like “How long will it take to make assets for use with Sprite Lamp?”, as well as point people to a live example of what games that use Sprite Lamp can look like.
This won’t take a great deal of my time (it will be more artwork than codework) but it has already borne some fruit. Tomorrow, I’ll be posting an update about using multiple sprite sheets with Unity’s animation system, and adding a script to the official Unity integration package that automates the process of switching out different sprite sheets.
Anyway, I’m not going to say much about this little tech demo just yet – it’s in very early stages, and there’s nothing really worth showing off yet – but I’ll post a bit more about it soon.