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Has Paper2D development stopped?

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  • replied
    Originally posted by thadkinsjr View Post

    If you select your camera, and click orthographic. It's kind of like paper/2.5d..
    Oh my.
    I was asking about plugin development, not about camera settings.

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  • replied
    Originally posted by Asterat View Post

    Hello

    Since the news about Paragon being shut down, and since Unreal Engine 4 is being used by more and more developers to create 2d games, is there any chance that paper2d will be under development again?

    I would be very happy if You could take a moment to answer this question Michael Noland

    Best Regards

    AM
    If you select your camera, and click orthographic. It's kind of like paper/2.5d..

    Leave a comment:


  • replied
    Paragon is let go because they have to transfer more developers to work on Fortnite, that game's map is huge and need a lot of work from both artists and programmers... So your answer is probably "no".

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  • replied
    Originally posted by Michael Noland View Post
    There was an official response in another thread some time ago and nothing has changed on this front. Paper2D is a supported part of the engine and we will continue to fix blocking bugs as they come up, but there is no feature development planned in the short or medium term.

    I'd love to see more pull requests to add functionality and polish to Paper2D, and would be happy to discuss design stuff with people if they're interested in working with the code to ease acceptance of those PRs.

    RE: Battle Breakers, the game doesn't really use Paper2D (it is used for sprite atlasing in UMG but not for any of the in-world stuff). This isn't a slight against Paper2D, it is a 3D game (environmental art, etc...) with a fixed camera and '2D' characters made using a Photoshop+Maya pipeline. There was a talk about the character pipeline at GDC this year, but the end result for characters is similar to Spriter/Spine/Creature. We might have considered using one of those if starting today, but the bulk of the game was developed before any of those were available for UE4.

    Cheers,
    Michael Noland
    Hello

    Since the news about Paragon being shut down, and since Unreal Engine 4 is being used by more and more developers to create 2d games, is there any chance that paper2d will be under development again?

    I would be very happy if You could take a moment to answer this question Michael Noland

    Best Regards

    AM

    Leave a comment:


  • replied
    There was an official response in another thread some time ago and nothing has changed on this front. Paper2D is a supported part of the engine and we will continue to fix blocking bugs as they come up, but there is no feature development planned in the short or medium term.

    I'd love to see more pull requests to add functionality and polish to Paper2D, and would be happy to discuss design stuff with people if they're interested in working with the code to ease acceptance of those PRs.

    RE: Battle Breakers, the game doesn't really use Paper2D (it is used for sprite atlasing in UMG but not for any of the in-world stuff). This isn't a slight against Paper2D, it is a 3D game (environmental art, etc...) with a fixed camera and '2D' characters made using a Photoshop+Maya pipeline. There was a talk about the character pipeline at GDC this year, but the end result for characters is similar to Spriter/Spine/Creature. We might have considered using one of those if starting today, but the bulk of the game was developed before any of those were available for UE4.

    Cheers,
    Michael Noland

    Leave a comment:


  • replied
    Originally posted by Corpsecrank View Post
    So more on topic I am concerned that paper2d is falling my the way side. I feel like the majority of people have already given up on it and these is almost no help for anyone wanting to work with it. I attempted to gather people who wanted to work with paper2d and there basically are none. Right now I am unsure what to do next. I am trying very hard to be patient with this because I like the engine and want to use it but at the same time I feel like I may be way better off changing to something better suited to my needs.
    Honestly the best thing to do is to try to improve the tools and support ourselves and create pull requests. Be the change we want to see because epic's busy concentrating on their money maker stuff.

    Leave a comment:


  • replied
    So more on topic I am concerned that paper2d is falling my the way side. I feel like the majority of people have already given up on it and these is almost no help for anyone wanting to work with it. I attempted to gather people who wanted to work with paper2d and there basically are none. Right now I am unsure what to do next. I am trying very hard to be patient with this because I like the engine and want to use it but at the same time I feel like I may be way better off changing to something better suited to my needs.

    Leave a comment:


  • replied
    Every opinion must be heard and must be respected. But life is not black or white.
    It is mostly gray.
    The same applies for VR. For every person that gets blown away from the technology, there are equally as many that would never put that thing on their head.
    Especially people over 30 that grew up with the NES and playing outside at the same time, this is going to be a hard sale.
    There is something about it that goes against human nature and the way we react when something tries to consume us into another reality.
    I could go on and give some incite of how this will affect peoples lives by alienating them ( it is already bad with cellphones but VR will take it to whole different level) from everyday human interactions and the possible backlash it would have to society , but this is not the time or the place.

    As a general rule people over 30 with a family will not buy it for their kids (if they are in their right mind and don't want to end up with 8 year old psychopaths) , they will not use it for them selves because of age and the urge to go out and interact with actual human beings and the 16-23 year old ones, don't have the space and the money to burn for something so expensive.

    My personal opinion is that it will take a very long time to catch up and even then it will still be a niche market.
    Don't get fooled by corporations and their marketing, because they are trying to find the next golden cow so they can milk it for $$.


    Just my 2 cents.

    Cheers!


    P.S I will kindly request to keep this thread focused on our issue. The lack of Paper2d development.
    Last edited by Roccinio; 03-30-2017, 02:32 PM.

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  • replied
    Originally posted by IvanRodriguez View Post
    but now? LMFAO no! Not at all.
    I take it as you haven't really tried VR. The future is now!

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  • replied
    Originally posted by Roccinio View Post
    That is why it is not wise to do statements that disrespect others people's hard work and struggles, especially when you have no metrics to back them up.
    Yep, exactly, unless you're a genius that has demonstrated multiple times how superior he/she is to all of us. Then again, you don't see that kind of behaviour not even from people like Rami Ismail.

    About Paper2D: It's surprising how well Unreal can escalate, I think with more development it could be a great alternative, but at its current state I'm not sure I'd use it if I were developing a 2D game... (which totally depends on every person, of course, that's just me).

    I must agree about the gimmicky thing of VR. I don't know about you guys, I too love making videogames, but I also like to do more things in my day, so when I want to develop I try to do it in the most efficient, fast and easy way possible... Anyone thinks that developing inside VR has any of those 3 features...?
    Don't get me wrong, the idea is good and we all are gonna end up doing everything in VR -is the future-, but now? LMFAO no! Not at all.
    Last edited by ivanrosadev; 03-30-2017, 01:12 PM.

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  • replied
    From what I've heard Epic didn't use paper2d plugin in that game..

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  • replied
    Epic is working on their mobile 2D game, so I am sure Paper2D will get some love during the dev cycle.

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  • replied
    Where should I write if I want reply directly from Epic Games team? I'm quite disappointed how much they don't care about paper2d community.

    Leave a comment:


  • replied
    Originally posted by homembarata View Post
    Just out of curiosity, aside from performance, what kind of functionality you guys miss the most in it?
    1. I think for most people, we'd enjoy having animation notifies inside the flipbook editor.
    2. Support for Vector Art.
    3. LOD type system which allows for seamless streaming between textures with specific sprite data. or improved mipmap generation for paper2d (usually we're advised to go with no mipmaps for ue4.)
    4. Better streaming of sprites in general from large atlas textures.
    5. Possible implementation of smart objects for sprite data to retain quality between shrinking/growing sprites.
    6. Improved sprite coloring allowing us to set channels/colors we want to retouch.(possibly with a sprite editting functionality with propagating features for all sprites within the sprite sheet texture.)
    7. Improved Tilemap collision data (Allow us to access the tile we're colliding or return an event from a colliding tile specifically.)
    8. Improved tileset painting. (Painting non collision flipbooks falls under this and allowing us to create specific material domains on certain parts of a tileset.)
    Last edited by Demoneyejin; 03-04-2017, 07:46 PM.

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  • replied
    Originally posted by homembarata View Post
    Just out of curiosity, aside from performance, what kind of functionality you guys miss the most in it?

    Hello homembarata,

    I will try to keep this short and to the point to prevent a wall of text.

    Personally speaking I never had any issues with performance. It could be better or even a lot better but I have nothing to compare it to.
    For me it works as long as you know what you are doing.

    My issues have to do with rendering and workflow(amongst others of course ).

    Rendering:
    Jitter,flicker and visual artifacts all over my sprites because of the way ue4 paper2d handles neighboring alpha from Texturepacker imports.
    Particles do not render so you have no clue what you are doing. Collisions for particles do not work with sprites.

    Workflow:
    One of my biggest issues with Paper2d.

    When you are working 10 hours a day 363 days a year this becomes unbearable.

    Locking Layers: Clicking 50 times and moving 10 layers of sprites just to select the one you want is exhausting.
    2d UE4 general setting: Every time I open a bp I have to do this: Change camera, set lit. Again, if you do it 5 times it is not a big issue. 60/100 times a day is just too much.
    No way to toggle on or off visibility for sprite/flipbook components inside the bp. Good luck trying to click that sprite that is hidden 10 layers below.

    This is just a tiny percentage of things that need love but in my opinion these are the most urgent and serious ones. I could add spline support and tilemap support but those do not affect all projects.

    I hope that I helped some of you to get a better idea on what is going on

    Cheers.
    Last edited by Roccinio; 03-04-2017, 01:54 PM.

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