Devlogs
MORPHER devlog
- v0.0.1 : Prototype a system where pixels fade in and out based on overlapping coordinates without any real movement.
- v0.0.2 : First attempt to actually move pixels across the canvas, resulting in a jumpy, messy transition.
- v0.0.3 : Introduction of the
atan2 math and row-by-row sorting, creation of the first iterations of the Particle and Scanline algorithms.
- v0.0.3.2 : First tabbed UI and "10-Pass Sealant" to automatically fill the annoying holes left behind by the early engines.
- v0.0.4 : Fix the "none of the pixels overlap" problem by introducing Distance Field logic, allowing the shape to "sense" the target across empty space.
- v0.0.4.2 : Fading too much, introduction of true Flood-Fill dependency—forcing pixels to physically touch to create a mold-like spread.
- v0.0.5 : The mold was grows too fast! Pacing algorithm to throttle the growth budget to match the user's frame count exactly.
- v0.0.6 : Remove the sealant from tab and fixed the fading issue by making the entire pixel mass shift color uniformly over time.
- v0.0.7 : "15-frame wait" bug Fix isolating the missing pixels, forcing the growth to begin immediately on Frame 1.
- v0.7.2: Color logic so if a pixel is "born" at the very end of the animation, it instantly matches the exact color of the global timeline.
- v0.0.8 : Combined all three distinct solvers (Scanline, Particle, Colony) into a single, unified Aseprite extension suite.
- v0.0.8.2 : Added edge-detection erosion to the Colony tab, allowing large shapes to organically wither and shrink instead of just growing.
- v0.0.9 : Overhauled the Scanline and Particle engines with Max-Particle math, allowing pixels to seamlessly clone and split when morphing from small shapes to massive ones.
- v0.0.9.2 : Reordered the tabs to put Particle first, brought back the Color Noise slider, and officially renamed the tabs to Particle, Scanline, and Bacterial.
- v0.9.3 : Added clear, explicit engine names to the top of each tab.
- v0.1 : Updated the
rgba math across all three engines to support and interpolate the Alpha channel.
LAUNCH ! Morpher is LIVE ! Happy morphing!