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dr_watson

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Everything posted by dr_watson

  1. Just fixed a positioning bug in CCSpriterX class and added an Xcode project in addition to the VC one.
  2. Thanks for the hints! So it seems like I can handle it by just not tweening that particular sprite.
  3. cocos2d-x is a C/C++ port of the popular iOS 2D game engine cocos2d. The latest version supports iOS, Android, Windows, Mac, Linux and Blackberry. http://www.cocos2d-x.org/ I really like to use Spriter for cocos2d-x and since there isn’t any renderer for cocos2d-x yet, I guess I’ll just give it a shot myself. This is the first release so I’m sure there will be small issues here and there. I’ll try to keep its update in sync with Spriter itself. Cheers! 2012.09.14 (v0.6a) – fixed a positioning bug in CCSpriterX class. 2012.09.12 (v0.5a) – added Xcode project. Screen shot: Source (for cocos2d-x v2.0.2): http://jameshui.com/wp-content/uploads/2012/09/CCSpriterXDemo_v0.6a.zip
  4. Firstly, thank you for making this great tool. Can't wait to use it in my own games! I'm trying to do a cocos2d-x renderer for Spriter, I got it working with the monster example but I had some problems with tweening with the hero one. When I looked at the XML file of the hero example, I noticed from one keyframe to the next keyframe, for the same object_ref id, the timeline could be different. How am I supposed to handle the tweening here? Just as an example, as shown in the following, for object_ref id=14, in keyframe 4, the timeline is 14. But in keyframe 5, for same object_ref id points to timeline 20. The two different timeline points to 2 different images. Thank you!
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