Monday, 12 July 2010

At the touch of a button...

Are you ready for this? Coming up in Moviestorm 1.4 is probably the single most useful interface change we've made in ages.

When you're in the Director's view, press F2. Everything on the set that you can interact with is highlighted, and each prop tells you everything that you can currently do with it.



No more clicking around to see what does what. It's all there, right in front of you, instantly.

This is still work in progress - we haven't finalised the look and feel of this, and there are some issues with using the F2 key, particularly on Macs - but it's hard to stress just how much difference this makes, and how much this opens up Moviestorm to novices and experienced users alike. Even the dev team are finding things they didn't know were in there.

We're aiming to finalise development on Moviestorm 1.4 this week and get it over to QA. Then we'll test the hell out of it for a while, and make the awkward decisions as to what actually makes it into the next release and what's going to be held over for more development.

Wednesday, 7 July 2010

Moviestorm 1.3.1 just got too big for its britches

For the last few weeks, we've been packing more and more new stuff into Moviestorm 1.3.1. And now it's got rather bigger than we were expecting. So big, in fact, that it's completely outgrown 1.3 and will henceforth be known by its new name, Moviestorm 1.4.

As we developed the character shop, we came up with all sorts of new ideas. We started with basic decals, and rapidly expanded that to cover not only make-up in the sense of a little bit of lipstick and eyeshadow, but also cyborgs, Ziggy Stardust or KISS style face painting, scars, tattoos, and all sorts of fun stuff. After playing with those for a while, we decided this was just too good to leave out, so we opted to go with the flow and create more details. We also added in more morphs, and more ways to make characters look good when you film them. We've been paying particular attention to things like how shiny the eyes should be, so the characters look properly alive.

We also came up with a few oddball ideas in testing. We mentioned the "create random character" button a while ago. We ended up with three random buttons, which give us different basic parameters. One's fine for generating normal characters, one gives you more extreme characters, and one gives you completely random ones. This was really helpful for testing the morphs, and making sure they all worked together successfully. We then realised that this would actually be a useful feature anyway: you don't really want weird freaks when you're just trying to set up a restaurant scene. So yeah, we rather like the idea of a bunch of "create a sort of random character along these lines" buttons.

Whether this will make it into this release is very much open to question. As of now, we've stopped adding new things, and we're aiming to wrap everything up and get it through QA and out to you as soon as possible. There are several features in the category of "if it works properly with minimal effort, it stays, otherwise rip it out and ship it later."

Does that mean the character designer is finished now? No. There's still plenty more that we're planning for the future. Last week, for example, we figured out how to do some neat stuff with skin shading and tinting that's not going to make it into 1.4 for sure. And even today we were coming up with more new ideas, and everyone in the team is finding things we'd want to do differently if we had the time. The priority is to get you what we have, and see what you make.

So when's 1.4 coming? You know the answer. When it's ready.


Friday, 2 July 2010

Your face looks different

Last week, we showed you some of the more extreme heads we could make with the new face creator. This week, we've got some more normal looking male and female faces, the sort of thing you're more likely to use for most of your movies.

Bear in mind that this is still in development, and we're still adding new things and chipping away at the rough edges, so these aren't final. However, it's clear that we've got vastly more variation in these characters than we've had before, even without going for pointy ears, hooked noses, or oversize chins.









Tuesday, 29 June 2010

Fixing the bleedin' obvious

I have quite a lot of computers in my life, and they all run Linux. In fact, the only time I leave the confines of my beloved Linux is when I'm at work (where my machine at Moviestorm Towers is a Macbook Pro). Most of my machines run a variant of Linux called Ubuntu. Last year, the Ubuntu development team announced a new project which they called 100 Papercuts. The idea was that they would identify 100 little irritations which were reasonably trivial to fix. Most of the issues identified were minor and really not too significant, but as they all pile up they start to become a serious problem. One papercut, after all, is only an irritant, but if you get enough papercuts all at once you just might bleed to death.

I was quite taken with this idea (the papercuts concept, not the bleeding to death), and spent some time talking about it with Dave and Andrew. As a consequence, we recently launched our own "papercuts" project for Moviestorm. Whilst Ubuntu's Papercuts project attracted over 1600 recorded bugs within a few weeks, our initial brainstorm generated a slightly less ambitious 200(ish) issues. We're going to be tackling these "papercuts" a few at a time, aiming to fix between 10 and 20 papercuts each time we have a code release.

Let's take a look at some of the papercuts for the forthcoming 1.3.1 release.

MS-3277 Keep window positions and sizes after the user has adjusted them
Wouldn't it be nice if, when you moved a customisation window over to the left, it appeared in the same place when you next reopened it? Now it does. We haven't implemented this behaviour for every window yet, but it's in place for all of the "adjust something" windows (what we call Activity Customizers).

MS-4887 Improve transitions between major mode views
This one's not so easy to spot, but the load time required to switch Views - to move from Set Workshop View to Director's View, for example - has been much improved. A lot of clever process threading and Clever Engineering Hacking in the background has allowed us to make these transitions faster and smoother.

MS-4826 Can't remove user images
I'm going to be totally honest with you here: this is one of those bugs that represents a lack of functionality not through deliberate choice but just because we forgot to put it in. Once you add a custom image to a set object, there's no way of actually removing that image if you change your mind later. The ring menu for such objects now features a "clear image" option, which removes the image. It also works for held props and bodyparts.


MS-4815 File overwrite message is confusing
This one was ridiculously easy to fix, but had still been sat in our bug database for a long time. Being such a small team, it's easy for small things like this to never actually make it onto anybody's "to do list", simply because there are so many other, bigger things that need to be done. That's exactly what the papercuts project is good for: making sure that issues like this do eventually get addressed. Here's the dialog as it appears in the current released version of Moviestorm:
And here's the new version:
A lot clearer, I think you'll agree.

MS- 4809 Can't find the movie I last worked on
My Moviestorm "movies" directory currently holds about a hundred different movies, in various states of completion. When you spend a lot of your working day testing Moviestorm you tend to accrue a lot of test movies. The load screen will now allow you to sort those movies, either by name or by modification date. That means that the movie you last worked on can be quickly brought to the top of the list.

MS-4806 Typo on first page of Help
Yes, well. The less said about this the better. Let's just move on, shall we?

MS-4786 Warn me if I'm not placing a character at time 0
Ever had a character appear halfway through a scene because the timeline wasn't at the start of the scene when you issued the "place here" command? Yeah, me too. Not any more:


MS-3690 Autosave
Matt has already blogged about this one.

There are about half a dozen other papercut issues in various stages of completion, but this should give you some idea of what we're hoping to achieve for 1.3.1. This is an experiment, so the choice of which of our 200 papercut issues to address first has been almost arbitrary. What about you? What little annoying niggle would you like us to fix? Comment with your papercuts, and I'll add them to our issues database.

Friday, 25 June 2010

And now for the new heads

So you've seen what sort of controls the new face morpher has. Now let's see what it can do when you push those sliders around a bit.

You may not actually want characters this extreme, of course, but this demonstrates that Moviestorm 1.3.1 will offer a lot more flexibility and customisation than the current version.