Might as well post the reply to my first email, which was enquiring as to the latest update (which it turned out I had) already:
No problem -please note the attached file that contains the latest Sprite Candy update. I noticed that many update notifications did not reach their target, most likely because of anit-spam-restrictions, so I am currently looking for a more reliable distribution method.
BTW: Don't worry, Sprite Candy has *not* been abandoned. In fact, I am using it myself every single day. However, there are several reasons why updates are quite rare:
- The lib is pretty much complete, except some minor improvements or some new effects that may be quite helpful for some, but not neccessary for all users.
- The primary goals are speed, performance and stability. This means that any new features are chosen *very* carefully to keep the lib as fast, compact and stable, as possible. It would not make sense to add features that are only useful for a few coders only, so I am trying to avoid "ballast" functions, if possible.
- I am a self-employed fulltime coder, so I have many other game projects (and customers) to care for, too. But the good side is, that all of those commercial projects also use Sprite Candy in-depth, so I'll be the first to notice if any new functions or features are neccessary.
- Last but not least, I don't want to provide weekly "micro updates". This would be annoying to the users. Updates will be published after a noticeable bunch of new features have been added. This may take some time, of course.
Regards,
Mike Dogan
BTW: Don't worry, Sprite Candy has *not* been abandoned. In fact, I am using it myself every single day. However, there are several reasons why updates are quite rare:
- The lib is pretty much complete, except some minor improvements or some new effects that may be quite helpful for some, but not neccessary for all users.
- The primary goals are speed, performance and stability. This means that any new features are chosen *very* carefully to keep the lib as fast, compact and stable, as possible. It would not make sense to add features that are only useful for a few coders only, so I am trying to avoid "ballast" functions, if possible.
- I am a self-employed fulltime coder, so I have many other game projects (and customers) to care for, too. But the good side is, that all of those commercial projects also use Sprite Candy in-depth, so I'll be the first to notice if any new functions or features are neccessary.
- Last but not least, I don't want to provide weekly "micro updates". This would be annoying to the users. Updates will be published after a noticeable bunch of new features have been added. This may take some time, of course.
Regards,
Mike Dogan