Paypal

Hi! This was the place for PayPal pledges to the long-gone Sprite Lamp Kickstarter, and for getting in on the beta of Sprite Lamp. However, with the imminent launch of Sprite Lamp on Steam and via the Humble Widget, this page is no longer needed. Sprite Lamp will be launching on Steam very soon (eight hours at time of writing) and the Humble Widget at a time very close after, hopefully. This means the temporary loss of ability to purchase the reasonably useful but incomplete Linux version, as well as the fairly busted MacOS version. I hope to get this remedied as soon as possible (by fixing those versions and releasing them properly, I mean). In the mean time, if you have a dire need of getting immediate access to the Linux version, drop me an email.

23 thoughts on “Paypal”

    1. Yep, I’ll be leaving this paypal page open. At some point, probably at the official launch, it will transition from kickstarter price to full price – Hobbyist will go from $35 to $40 and Pro will go from $90 to $100.

    1. Hi, sorry for being so slow to approve this and respond to it – it wasn’t intentional. I sent out an email to the PayPal backers a few days ago – hopefully that cleared things up, but if not feel free to get in touch.

  1. Other than some advanced features (like custom shaders) is there any difference between the hobby and pro version? Licensing changes, etc?

    Also, if we want to upgrade later, will that be an option?

    1. There are a few advanced features beyond the ones you mentioned, but no licensing changes. And yeah, I’m not sure how it’ll be handled right now but I’ll definitely make sure it’s possible to upgrade from hobbyist to pro.

    1. Hi there!

      There are a few features in the Pro version that are absent in the Hobbyist version. The most important ones are:
      – Full command line interface
      – Anisotropy map generation
      – In-program depth map editing
      – The ability to export meshes based on depth maps
      – The ability to load multiple image sets at once and play them as an animation (as well as process them all at once)

      Note that these are mostly not yet working as of this alpha (although the anisotropy map stuff is somewhat implemented).

      Studio isn’t a different version – it’s just a bundle of five copies of the pro version (for a bit less than that would otherwise cost). Oh, and I haven’t figured out details yet, but there will be a way to upgrade from one version to another.

      And, thanks!

      ~ Finn

      1. Wow that was a fast response. I noticed that with Sprite Lamp I’d still have to create my own “Lighting Profiles”. Will Sprite Lamp in the future ever be able to generate Lighting Profiles for me? I plan on only using Pixel Art for my games, so it shouldn’t be hard, but I am still curious.

    1. It’s sort of available on Mac now, insofar as there’s a minimal implementation to make sure I could do it (aka a proof of concept). I’ve also had reports of it being possible to run the (much more full-featured) Windows version through Parallels with some hacking around. In terms of there being a proper full MacOS port though, I can’t say for certain because I’m hoping to get someone who knows the operating system better than me to help out. I’m hoping I’ll have something more complete than the current MacOS version out over the next couple of months. Sorry I can’t give a better answer than that.

  2. Hello I have pledged through Paypal about 5 days ago and I was wondering when I might receive SpriteLamp?

    Thank you

    1. Hi Kevin,

      Sorry about this! I must have missed the PayPal notification somehow. I’ll get in touch with you shortly – assuming I find everything and just missed it, I’ll email you the download link, but if something has gone wrong I’ll be in touch to try to sort it out.

      ~ Finn

    1. At the moment it’s fully functional on Windows, mostly functional on Linux, and there is a MacOS version but it’s very slow and crummy because it’s currently running an emulated UI. A proper MacOS port with a native UI is being worked on now but it’s not quite ready yet (probably on the order of a month before that comes to fruition). So, I can’t really recommend Sprite Lamp in its current state if you’re looking to be properly productive with it on MacOS right at this moment. That said, it’s slightly cheaper now in alpha than it will be when it is released fully, and you’ll get the full version when it’s ready if you’re in the alpha, so even though the MacOS version isn’t great right now it would save you five or ten bucks to get the alpha now. So there’s that.

      If you’re after system requirements beyond the operating system, there aren’t very many – it should run fine unless you’re on a very old system with integrated graphics. I don’t have precise system requirements beyond that yet.

  3. Hey dina,
    First off, this software looks amazing! I definitely plan on using it! I was wondering if there was a free demo out there somewhere so I could try it out. I saw something that talked about a free version but couldn’t find a link to download it. Sorry if I am just missing it.

    1. Thanks! There is a free version sort of, insofar as early access to it was available to backers at the lower tier on the Kickstarter. I didn’t make it available by PayPal because it seemed a bit ethically weird to keep a ten dollar charge for early access to a ‘free’ demo right up until launch, but giving it away for free right after the kickstarter ended would mean that those who backed at that level got a bit screwed.

      That all being said, Sprite Lamp will be coming to Steam really soon and then the free version will be freely available then. If for some reason you have a dire and urgent need to trial with the free version immediately (ie it can’t wait a few weeks) get in touch directly here: http://snakehillgames.com/contact-me/

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