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therevillsgames

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Posts posted by therevillsgames

  1. Hi Lucid,

    Any updated docs for B4? I've noticed that we now have pivot points in the file object which I guess are the defaults pivots but looking here:

    http://www.brashmonkeygames.com/spriter ... rence.html

    I cant see how to use them compared to the object's pivots.

    Also abs_x, abs_y, abs_pivot_x, abs_pivot_y, abs_angle, abs_scale_x, abs_scale_y and abs_a are new, but I cannot find any info about these new elements and how to use them correctly.

    Cheers!

  2. Bones are now in :)

    For the past week or so, I've been having a hard time trying to flip the bones... everything I tried messed up the angles... I was about to give up when I had a brainwave last night and thought sod flipping the bones, I'll just flip the images:

    http://www.therevillsgames.com/monkey/S ... yGame.html

    So its a bit of a hack, but its good enough for me to use Spriter in my games :D

    Code is checked into Google Code:

    https://code.google.com/p/monkey-spriter-importer/

  3. I've been looking thru the threads here and the example scml file, but I still need help coding it. :oops:

    We have bone_refs which link to bones and we have object_refs which link to objects... but how do bones and objects link together?

    At first I thought it was the parent attribute, for example I thought that the parent id in object_ref referenced to the bone id... but now I don't know :?

    I'm now thinking that the parent attribute in object_ref is just for object_refs and the same for bone_refs, is this correct? If so, again how do bones and objects link together?

    Thanks! :)

  4. Someone has tested my code and spotted an issue where the pivots of an object is different on different keyframes.

    Say for example the Head's pivot point is at 20, 74 on KeyFrame 1 and on KeyFrame 2 it is now 24, 150 but the head hasn't moved... how do I tween that motion as the X,Y are in a different position and so the tweening makes the head jump upwards??

    Thanks!

  5. hi therevillsgames,

    Awesome. I'm sure many people will really benefit from your work. I've just created this small example Spriuter file which uses bones, which might come in handy when you're ready to work on bone support.

    http://www.brashmonkeygames.com/brashmonkey/spriter/BoneExample.zip

    cheers,

    Mike at BrashMonkey

    Thanks Mike :)

    Any chance of some pseudo code on how to implement the bones?

    Oh I forgot to add this in my original post, since Monkey is a cross platform language, this code basically gives us a Spriter plugin for HTML5, XNA, Java (Android), iOS, Flash, Windows, Mac OSX and a few more targets I cant remember at the moment ;)

  6. Awhile ago I converted the LibGDX code over to Monkey http://www.monkeycoder.co.nz/ code when Spriter was first announced over on KickStarter.

    I have recently rewrote it to use the current version of Spriter and it seems to work pretty well (no bones at the moment):

    http://www.therevillsgames.com/monkey/SpriterA4/MonkeyGame.html

    You can check the progress here:

    http://www.monkeycoder.co.nz/Community/posts.php?topic=2709

    Its written so that it should be pretty easy to convert to over OO languages.

    Looking forward to the full release :)

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