Defold Roadmap for 2020

#8

That was unintentional! Not sure how that happened…

3 Likes

#9

The editor extension really got me excited. I want to be able to add workflows and interactions to it!
Still working on my point & click framework and being able to add things to the editor too would be fun!

3 Likes

#10

We do not yet know how far we will get with this, but it is something we want to do this year.

2 Likes

#11

https://dragonbones.github.io/en/download.html

About Spine system: dragonbones as an extension.
It is no doubt that esotericsoftware’s Spine is the most professional tool on 2D skeletal animation, but it cost around $299 per user. Would you consider to support the dragonbones runtime instead of Spine, which is free and also powerful tool for 2D skeletal animation.

4 Likes

#12

The mesh component could probably be used to create a Dragon bones extension.

2 Likes

#13

Wow wow wow! :smiley: Excited about a roadmap!
I hope every feature on the list will be easy to accomplish and release! :wink:

Auto-tiling - excited! don’t forget to add a feature to select more than one tile from a tile pallete (like you can in a tilemap)!
Sound threading - yeah! Finally loading screens would be possible!
Every other feature - yeah!
The Defold development has a clear vision of increasing stability, simplicity and modularity
I’m not using Defold for 3D, but anyway I’m also excited about these features, because I’m planning also to create 3D games in the feature and I want to stay with Defold :smiley:

:defold:

6 Likes

#14

Btw, using Launch Storyboard is already possible, even without official support. Defold is a pretty flexible engine and it is possible to use many platform-specific features without official support.

Thanks for the video-instruction @sergey.lerg

One more example is Android Adaptive Icons:

5 Likes

#15

I’m in china,and the network speed is very slow, so the excellent work!:wink:

4 Likes

#16

Hi @britzl

I saw that Multi-texturing was on the roadmap for 2019, but as far as I can see (unless I’ve missed some docs) - it’s not yet available.

I’m just wondering if the feature was postponed indefinitely, or whether it’s still in the backlog?

Thanks for all your hard work on this engine btw, its become my default for 2D work!!!

1 Like

#17

Correct. This has been put on hold for a while. Sorry about that.

0 Likes

#18

@britzl Thanks for the prompt response!

Currently working on an example of using multiple textures for a sprite material (one sprite image and one render target texture) - Will post here (Using multiple textures in materials ) when it’s done

3 Likes

#19

Really,

local my_note = [[ wow, it is great job, And I am proud to be a defolder..... :smile: ]]

print(my_note)

:star_struck::star_struck::star_struck::heart_eyes:

4 Likes

#20

When are you planning to add Sound threading?

0 Likes

#21

We don’t know yet. One of the upcoming features to tackle is definitely sound threading. I know that @dapetcu21 mentioned he wanted to take a look at some sound related improvements.

2 Likes

#22

I still intend to, but I have a ton of work on my stack these days so not sure when that will happen.

3 Likes

#23

High level roadmap linked to GitHub issues can be seen here: https://github.com/defold/defold/projects/27#column-8526695

Releases and what goes into each release is here:

We know from experience that there’s little point in planning every release in advance. Things change and we have to adapt and change stuff around when things are brought up by our users. That is why your rarely find more than the current and next release there.

6 Likes

#24

Regarding to Spine as an extension plan, When it replaced with official spine runtime, do we have option to keep using Defold existing spine runtime?

As mentioned by NickChow, The free way to use skeletal animation is by using Dragonbones. Other tools like Blender COA tools also able to write dragonbones.

Since there’s no Dragonbones extension for Defold, hopefully we could still use old Spine runtime to legally run it. Since Spine license cost can be dealbreaker for newcomers :slightly_smiling_face:

thanks!

2 Likes

#25

Our plan is to move our Spine runtime into an extension.
Once that’s done, someone else might port that extension to support the official Spine runtime.

Also, it would open up for our users to develop their own Dragonbones runtime (if that’s a thing?)

3 Likes

#26

Thanks for answer. Glad to hear that :slightly_smiling_face:
That means we will still able to use dragonbones via Defold spine extension (Until dragonbones runtime available for defold, if community develop it)

yeah dragonbones pretty much like spine. it has native runtime for several game engines. but the editor can export to spine as well.
The other nice thing is we can use Adobe Animate CC to export to dragonbones.

So this workflow is possible:
Authoring in Animate CC - export to Dragonbones format - export to spine format

4 Likes

#27

Added some more :white_check_mark: on finished tasks, this time for the Metal/Vulkan support and the iOS Launch Screen support.

4 Likes