StarCrunch
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StarCrunch got a reaction from ippbxKi in Corona SDK
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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StarCrunch got a reaction from IzbranniY in Corona SDK
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.