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StarCrunch

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  1. Doh, I didn't realize this had replies. :oops: I haven't abandoned it, just been distracted with several things. I'm veering back into it now, though I think I'll try to doc the code a bit first and remind myself what I was doing. Also, I need to flatten the post-parsed XML structure a bit; there's a lot of superfluous stuff that was causing me no end of confusion when cross-referencing against the spec. :D Oh, heh. I haven't gotten around to testing any of my Corona projects on a case-sensitive file system yet. I do have a Mac and some iOS stuff around, but so far they're reserved for "more official" / professional projects, since I'd have to kick an employee off for a while. :) That issue is probably easy enough to fix (enumerate the directory, find the file sans extension, voilà ). I'll keep the animation / chaining stuff in mind, though off-hand I don't think Example was loop-ready (there would be a looped field for that purpose, I believe). We'll see what makes most sense. Most of those features don't sound like too much trouble, though I think for sound and a few other things, I'll have to allow some options (with nice defaults). Audio channel allocation, whether to handle sound playing if you jump past its frame, etc. Naively, I'd guess the speed might just be all the texture switches (no Nook handy, alas). With an atlas I'd use image groups, which I assume Corona interprets as some "batch these draw calls, and don't switch out the texture and shader" hint behind the scenes. An option I've considered, on that thinking, is that once atlases are working (mostly a matter of bringing in already-implemented code...), I could attempt to auto-atlas an entity (another option) via some of the capture functionality in Corona: basically load up all the images, bin them in some reasonable way, capture as one image--several images, if they don't all fit on-screen, and cobble those together--and then divvy that up. Touch should be straightforward, I think, with invisible isHitTestable() objects in the hierarchy. With collision, there will probably be issues dealing with groups, so I'm not sure yet. :) Anyhow, I'm still not sure how soon I'll get back to work. When I do, I'll probably resume with bones.
  2. Hi. lucid brought this up on the Corona forum, so I had a go at it. It sounds like the dev team might be working on their own, but I had already started, so... My implementation, so far It's not well-documented, but I implemented what I could given the example file + compact spec, so up to a2 sans transients, I guess. The monster moves a little bit (just to show relative coordinates are right) playing the "Posture" animation, stops, then 5 seconds later plays the "Idle" animation. I modeled the interface after Corona's SpriteObject (minus frames, which probably don't make sense). The spriter_event listener is available and mirrors sprite, basically. The non-frame properties are there, more or less, and should be considered read-only apart from timeScale. I figure some of what the editor can do now should be obvious, so I'll try to update some more. If anybody could point me to a decent list of a4-current stuff, that would be great. Anyhow, that's all for now.
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