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  1. We're determined to get this on EVERY major game engine, as well as APIs for easy integration into custom engines built from scratch if there is a demand for it. We will do some ourselves, and some will be outsourced, and free support will be given to anyone who wants to add Spriter animation to any engine. To this end, developer support will be given through this forum, and in the future we will release documentation so anyone can get started on their own. Now that free beta is complete, and we have moved to a super easy to parse XML based format, Spriter will be much more attractive to third party developers, so we expect to see the format expand rapidly. This list may not determine the exact order we pursue a given platform, but we're interested in knowing how much interest there is for the various platforms, and we can use this information to inform potential third party developers of the audience. Please take a moment to let us know which platform you're most looking forward to. You can choose up to three options, but please only select those which you think you will actually be using to load your characters. The Construct Classic plugin is feature complete, and the beta version of this plugin will be released shortly after the new beta version of Spriter itself) Edit: The following is a list of all platforms where loading and animation playback of the current beta format has been accomplished during this kickstarter. While these implementations will need to be updated before 1.0, it should inspire confidence that your chosen format will be supported: [*:znscphjp]Cocos2d(by @TacoGraveyard) [*:znscphjp]GameMaker(by icuurd12b42) http://gmc.yoyogames.com/index.php?showtopic=537492 [*:znscphjp]Flashpunk(by @abeltoy) http://www.brashmonkey.com/spriter/PunkSpriter.swf [*:znscphjp]Flixel(by @abeltoy) http://www.brashmonkey.com/spriter/FlxSpriter.swf [*:znscphjp]Starling(by @abeltoy) http://www.brashmonkey.com/spriter/StarlingSpriter.html [*:znscphjp]AS3(by @abeltoy) http://www.brashmonkey.com/spriter/BitmapSpriter.swf [*:znscphjp]XNA(by Mark Schmelzenbach) http://www.brashmonkey.com/spriter/SpriterBetaXNA.zip [*:znscphjp]JBlocks(by Zeroluck) [*:znscphjp]Libgdx (by Christian Finckler) http://www.badlogicgames.com/forum/view ... =17&t=3863 [*:znscphjp]Love2D(by @mariocaprino) [*:znscphjp]Torque2D(by @FractalOutlook) [*:znscphjp]SFML(by mr.wonko) https://github.com/mrwonko/SFMLSpriter/downloads
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  2. Deprecated : Use Reference Implementations pinned in this forum Hello again everyone, This is the preliminary edition of the scml documentation. It takes the form of an interactive document with a side by side of pseudo code and the scml format specification. This will be expanded over the coming weeks with detailed descriptions of the functions and dom elements being described, but as is, it should provide a good jumping off point for developers creating implementations, and also for anyone attempting to update or troubleshoot an implementation. I'll be out of town and away from my dev PC for the next few days, but when I return this document will be continually updated along with Spriter to be as useful and clear as possible. In the meantime however, I'll provide you with a few key points to get you started. â—¾the document is written in a c-like pseudo-code ignoring as many language specifics as possible. This means there is no concept of pointers or references. brackets[] at the end of a type name indicate an array â—¾float, int, string are intended as general types and can be replaced by double, short, cstring, etc as you see fit â—¾as all xml parsing will be language specific, this is not addressed in this document, however, the scml and code are side by side. Where the data structures should contain information directly from the file, those items are highlighted, and hovering them reveals the relationship to the scml file. The pseudo code is released to the public domain under the cc0 license. This means you are free to use it in any way you see fit. ("You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission") There is a checkbox to hide the scml side, so you can copy paste the code into your IDE or text editor, do a few find/replaces, and you have a basic scml implementation you are free to release it for anyone to use or keep for use in your proprietary engine for your game. This version only includes a Set Current Time, and Apply Character Map function, and provides a data structure to translate spriter data to be drawn at the position and orientation of your character on screen. In time this will be expanded to provide a full suite of features to make your playback engine as complete and powerful as possible. This document is the first part of a larger strategy to get Spriter universally supported on all platforms, languages and authoring tools, and we will get into those in greater detail over the coming weeks. view the documentation here: http://www.brashmonkey.com/ScmlDocs/ScmlReference.html and please leave any feedback in our forums
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  3. I've decided to open a new thread for this implementation as the old thread is mighty out of date (especially the first page is misleading). Spriter2Unity Get it from GitHub: https://github.com/bonus2113/Spriter2Unity A tool that converts SCML files into unity .prefab and .anim files Based on the original work by Malhavok (https://github.com/Malhavok/Spriter2Unity) About What it does: [*:o70kr28x]for each entity in SCML file creates a Unity prefab [*:o70kr28x]each entity got it's sprites assigned as long as you imported these sprites before conversion [*:o70kr28x]for each animation in SCML file creates a Unity animation under the prefab [*:o70kr28x]sprites are changed during animations, so only 1 SpriteRenderer is used for each node in the spriter file [*:o70kr28x]an AnimatorController is created (if it doesn't exist already) [*:o70kr28x]an Animator component is attached to the prefab. It gets a reference to the AnimatorController. Known issues: [*:o70kr28x]Only quadratic, cubic, linear and instant curves are supported [*:o70kr28x]Mainline curves are not yet imported [*:o70kr28x]Only works with a "Pixels To Units" setting of 100 [*:o70kr28x]Some animations throw errors when selecting/scrubbing through them in the editor. They work fine when running the game. Important missing features: [*:o70kr28x]Sounds [*:o70kr28x]Points [*:o70kr28x]Boxes Usage Copy the contents of the Assets folder into your Unity project's Assets folder or import the package from here. Any SCML files copied into the project will be automatically processed. Prefabs are created in the same folder as the SCML file. Detailed: [*:o70kr28x]Download this Unity package: https://github.com/bonus2113/Spriter2Un ... itypackage [*:o70kr28x]Open your Unity project. [*:o70kr28x]Import your whole Spriter project folder into Unity. [*:o70kr28x]With Unity open, go to the folder you saved the Unity package to and double click it. [*:o70kr28x]Unity should pop up with a dialog asking if you want to import the assets, click import on the bottom right. [*:o70kr28x]Unity should now import the Spriter2Unity package and then automatically convert your SCML files to prefabs. The prefabs will be in the same folder as the SCML files. There's an example included which imports the GrayGuy character and animates him via Mecanim. I'm currently working on the in-code documentation to make it easier for other people to contribute. You are very welcome to fork the repository and create pull requests! If you have any questions feel free to ask them here. I'd appreciate it if bug reports would be done via GitHubs issue system (https://github.com/bonus2113/Spriter2Unity/issues), but I if you don't want to create a (free) GitHub account, this forum is fine as well. Changelist 26th of June 2014: [*:o70kr28x]Fixed ZIndex Animation [*:o70kr28x]Added an example [*:o70kr28x]Implemented Sprite changing into the native Unity animations
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  4. First of all, I am using spriter with Construct 2 (just in case you need that information to properly answer me.) I really like spriter and I'm glad I bought it, but the proper use for each feature isn't really that clear. I asked the question first in someone else's topic, but after browsing the forum more I noticed that you told someone to "make a new topic for a new question" in another topic to be sure his question will be seen - so here I am and I will make the question clearer too. I read the manual and watched the tutorials and it still isn't clear when we should be using the Character Maps, the Entities, or when to just make separate spriter files (scml/scon) for each enemy. You said in another topic that it is better RAM-wise to make separate spriter files (though it was unclear if you meant for each enemies). I have like 36 enemies sharing the same walking animation. I was thinking of putting them all in the same spriter file and then either use character maps OR entities, but after reading your RAM post, I'm wondering what would be the best RAM wise. Would using 36 different spriter files (scml/scon) actually be better? But then, when would we use entities? and character maps? Thank you for your time!
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  5. Hello I need someone with pro version of spriter to save my project with diffrent scale, 0.4, 0.6 and 0.8. Its an animation from Don't Starve game, I'm making mods for that game, but this mod needs resized animations, and that can't be scaled by game, cause then it scales all special effects on it to and it looks very bad. Contact me on steam if you want to help me out with this: http://steamcommunity.com/profiles/76561198027077262/
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  6. reading the litle. thank you reading my question and coach me. :-P
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  7. Hi , great tool by the way , but what if you implemented this as a Plugin ? :smile: https://www.codeandweb.com/spriteilluminator ? cheers BrainMonkey
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