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Domenic

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    http://www.geekpowers.com

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    Atlantic City, NJ

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  1. I have written a C# Spriter implementation that has direct integration into the FlatRedBall engine: http://kainazzzo.github.io/flatredball-spriter/ It is currently missing Character Maps, Sound Effects, and only works with Linear Interpolation. I am driven by demand for these features from the community, and so far, the people using it are still learning Spriter. They haven't quite gotten to the point of needing the more advanced stuff, but I do plan on adding it.
  2. Z value tweening You have X & Y, but no Z value. Even if you aren't prepared to change the rendering engine to allow for scaling based on Z value, it would be a great value to have tweened for runtime effects with 2.5D engines like FlatRedBall.
  3. If you're not averse to using a cross platform engine, I have a FlatRedBall implementation that should work on monogame: https://github.com/kainazzzo/flatredball-spriter, though admittedly I haven't done anything to directly support mono.
  4. Yay! I'm looking forward to implementing sound effects in my FlatRedBall plugin :)
  5. I believe this was reported in the bug report thread: http://www.brashmonkey.com/forum/viewtopic.php?f=2&t=15311#p22787 so hopefully they're already working on a fix! I have seen this many times, too.
  6. Are there any videos or documentation detailing how to use the feature you show in the pro teaser that stretches the Spriter logo at the end?
  7. I believe they are maintaining the SCML documentation at this url now: http://www.brashmonkey.com/ScmlDocs/ScmlReference.html
  8. Interesting... Do you have any thoughts on what the file format would look like for this?
  9. You did fine answering my questions, thank you :D I just wanted to convey the fact that I prefer the old documentation style to the new one.
  10. Understood. That makes a lot of sense, thanks!
  11. I just finished implementing Collision Box support in my implementation, but I'm curious what Points are useful for? They seem to only have a position and angle and no size specified, so I'm not sure what to do to support them. Thanks!
  12. Thank you! I have to admit there were a lot of curses directed towards you guys along the way. You can brush them off if they ever get to you, because I'm past the bulk of my headaches :D The tool is great and is going to be so amazing when you finally release. I bought in as an early adopter even though I am not even close to being an artist. I just want to have all the features available for implementing this plugin. My only gripe at this point would be the documentation. In my opinion, the PDF that you had back in a2 did so much more for me than the current attempt at dynamically combining code, xml and docs. The graphic that explained how to traverse the timelines and all was a great help, but because it wasn't up to date, I couldn't use it past a certain point. Anyway, keep up the good work, and thank you for staying active on the forums.
  13. I just finished and released a beta build of my Spriter implementation that integrates into the FlatRedBall engine! It supports linear interpolation only at the moment, but has full bone & sprite animation support. Code can be found here: https://github.com/kainazzzo/flatredball-spriter FlatRedBall has a development kit with a tool called Glue, which I have developed a plugin for as part of this project. The Glue tool is a project structure and code generation tool that adds a substantial productivity boost to game development. Glue has a plugin system, and in this particular plugin, I am able to define a custom type that Glue understands: SpriterObject and SpriterObjectSave. The save file handles deserializing the SCML format into object form, and has a conversion routine which converts the SCML objects into something that makes more sense for a runtime object. The runtime library is extending the engine's built in PositionedObject (and derived type Sprite) to provide ScaledPositionedObject and ScaledSprite, which allows me to connect objects, give them relative values defined in Spriter, and based on the parent chain, absolute values are calculated. Due to this architecture, the main runtime object is scaleable, rotatable, and positionable within 3D space, with all animated child objects being positioned/scaled/rotated relative to the main SpriterObject. I am still working on a tutorial, and there is much left to do in both the Spriter end of things (collisions & sound effects, as well as other interpolation types, multiple entity support), as well as on the FRB side. I am, however, extremely happy with it and wanted to share! http://www.gluevault.com/plug/79-spriter-integration-plugin
  14. Domenic

    B6.1 Bug Thread

    Nevermind... I forgot to adjust for spin in the interpolation between keyframes to generate the missing information. Works now, thanks!
  15. Domenic

    B6.1 Bug Thread

    Hi Domenic. We will update the documentation as soon as we're done with 1.0, and add additional detail, but it sounds like you're describing the correct save behavior: 0 500 1000 2000 0 0 1 2 0 1000 2000 the mainline keys tell you which timeline and key to use for animation data, but not every object has to have a key at every mainline key. Whichever key it points you too, you tween between that key, and the next one (on that timeline, using the times on those keys) The documentation explains the interpolation functions, etc, but basically: t=(timeB-timeA)/(currentTime-timeA); interpolate(positionA,positionB,t); as long as you get timeA from the frame (not the mainline key), and timeB, from the next , then it should behave as you expect. Please let me know if this helps, or if I misunderstood or you'd like me to explain it in a different way I figured that would be the answer, so I've implemented it that way, but I'm still having problems determining the value of "spin" for the missing
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