SpritePile 2.0 development news! Huge visual upgrade!

Hello artists, devs, and all the rest of you! It has been a busy 3 months since the last time I posted news but I assure you that it was worth the wait. Let's get right into it! [h2]New 2D Render Modes[/h2] A major struggle with sprite stacking is the lack of depth perception. Thanks to Cel Shading we no longer have to live in the stone age. [img]{STEAM_CLAN_IMAGE}/35183634/4dcc7520e0a4a8af4dbd1017e2f6410fdd74d961.gif[/img] [h2]New 3D Rendering[/h2] Tired of your beautiful art looking flat and bland? Well now you can turn any scene into a master piece thanks to shadow maps and SSAO. I'm not a graphics programmer but fortunately for us we have [url=https://twitter.com/XorDev]Xor[/url], and wow did he deliver! [img]{STEAM_CLAN_IMAGE}/35183634/de7b5463554f96abbfdabc3875c125fb1455671c.png[/img] [img]{STEAM_CLAN_IMAGE}/35183634/2b8402f31ff3d7fcddd325a470fa2a6302ec6c07.png[/img] [b]You can rotate/angle the sun to create the perfect screenshot![/b] [img]{STEAM_CLAN_IMAGE}/35183634/357e8304c16ff7e6118827c5e50f816c637f9e19.gif[/img] [img]{STEAM_CLAN_IMAGE}/35183634/1f4af6aff0a08d491fc2eea7cead9189b2b3a8dd.gif[/img] [h2]OBJ Exports[/h2] I promised this feature and dared to say that it would include proper culling, remove intersecting faces, and be perfectly optimized out of the box... Well I did what I set out to do. Here's a scene exported into Blender via OBJ format. Of course I touched it up a bit. [img]{STEAM_CLAN_IMAGE}/35183634/9d38d640c682fe7b0d20c7ecda4f2e72b2c7c296.jpg[/img] [h2]Rotation[/h2] This was a heavily requested feature. You can now rotate/roll your sprite stack. [img]{STEAM_CLAN_IMAGE}/35183634/b1272111d5e4422da737451984d47650c28e0752.gif[/img] [h2]Edit/Load/Save Color Palettes[/h2] Editing your color palette was not easy in SpritePile 1.0 but in 2.0, you can build your color palette within the tool itself. I'd like to add hex codes to this but they are a bit wonky at the moment. [img]{STEAM_CLAN_IMAGE}/35183634/65d815741cef0375c1e93fd1bf0b6bc8ab292d67.png[/img] [h2]Full Documentation[/h2] It has bothered me since the beginning of SpritePile's development and I've finally addressed it. [url=https://github.com/Seabass-PE/SpritePile2_Documentation/wiki/]Click Here[/url] to view the documentation (but please note that it's not finished and many pages are subject to change). [h1]Frequently Asked Questions[/h1] I've received a lot of similar questions over the past few months and I'd like to list them out here. [b]Question[/b]: Will SpritePile 2.0 be a free update or a completely new product? [b]Answer[/b]: [i]It will be a completely new product that you'll find on a separate Steam store page.[/i] [b]Question[/b]: How much will SpritePile 2.0 cost? [b]Answer[/b]: [i]I haven't landed on a number just yet. I'm leaning towards $20 to keep it accessible.[/i] [b]Question[/b]: Will you continue updates for SpritePile 1.0? [b]Answer[/b]: [i]SpritePile 1.0 is provided as is and I will not be returning to it.[/i] [b]Question[/b]: Do you plan on supporting SpritePile 2.0 after its release? [b]Answer[/b]: [i]My goal is to provide a fully featured, complete tool. The day one release should be free of bugs and work as intended. However if there are issues or highly requested features, I will provide free updates. This is the last sprite stacking tool I will be developing.[/i] [h2]Play Testing & Feedback[/h2] I'm looking for play testers to give the new tool a try. If you're interested please reach out to me either through Steam or Twitter! The next post you see from me should include a link to the store page for SpritePile 2.0. [i]Thanks for the support as always! You can find me on [url=https://twitter.com/Seabass_N]Twitter[/url]![/i]