Discobeard
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Posts posted by Discobeard
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Trixtor have you got any messager clients i can contact you on?
- IzbranniY, WasdfriKn and Quitleusere
- 3
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Sorry some real life stuff and all those cheap games on steam last week have made me lazy im going to force myself to get a bit more productive.
I did have a quick attempt at merging in your changes to the master branch last night but my amature git skills failed me, ill try again tonight with hopefully better results.
I might have a look at the textureAtlas stuff myself as well to get me back in the code.
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Thanks Trixt0r,
Ill have a look tonight.
Since you seem to be updating it in your own project i can make you a collborator if you want and you can check your fixes in.
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This is great Tim, found loads of bugs in my code already :)
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Added in a libgdx sample project which runs the basic animations fine.
looking to start putting in some nice features now.
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Another check in.
-Bones, Alpha and Scaling now supported.
-refactoring around the drawers and loaders.
Next
-refactor around the bone code(rather ugly a the moment)
-add some extra functionality including pausing the animation and lining animations up
-try and get a test project up and running for libGDX.
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i know nothing at all about cocs2d-x but i bumped into the same issue with these 3 parts a few days ago. If i remember correctly at least part of the problem was that i had been incorrectly setting the default pivot_y point to be 0 (it should be 1) so if anyone does look it at i would start there.
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- adding in slick test project with ImageLoader and ImageDrawer which seems to be rendering the test monster animation fine.
- Did quite a large refactor a few days back after realizing i had completely misunderstood the mainline.
- Bone support is going rather slowly unfortunately.
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Still very early but should but good enough to draw a simple(no bones) animation out.
Not sure how easy it would be to port at the moment as i haven't thought the whole thing through yet, going to try and get a few test projects for different frameworks together once Ive got the bones working(hopefully in the next few days).
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Hi :)
I have been horribly ignoring Spriter since the kickstarter finished so i decided to change that and start on a java implementation this weekend, progress so far can be found below.
https://github.com/Discobeard/spriter
Its obviously rather rough at the moment but i am planning on putting some serious effort in the coming weeks.
The example project i have there is for the lwjgl with Slick2D Texture, but i have been trying to code quite generically it so it can be used in various frameworks with little effort.
Implementation is quite basic at the moment
Spriter spriter = new Spriter(path_to_SCML_folder,drawer,fileloader);
spriter.playAnimation(animation number);
spriter.draw(x coord,y coord);//will draw the current state of the animation using your custom drawerWould love to get some help, moral support, ideas or comments on how to move forward.
EDIT:
Trixtor is going to take of the main work now, as i am just to lazy at the moment to keep things going at a decent speed. His fork can be found below.
- IzbranniY, UElabeal and Quitleusere
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Generic Java Importer
in Spriter Implementations
Posted
Cant believe how much work you have put into this since the last time i looked in on this.
Nice work Trixt0r!!
ill disappear for another 6 months now, keep it up :P