Jump to content

8DashP

Members
  • Content Count

    60
  • Joined

  • Last visited

  • Days Won

    3

8DashP last won the day on January 15

8DashP had the most liked content!

About 8DashP

  • Rank
    Advanced Member
  1. Thanks Mike. It’s been a long road since I first purchased in 2013. You may or may not remember I built a plugin for Shiva3D way back when, but then they screwed over their developers and basically died, and it left such a bad taste, that I quit the game development industry. Life has moved on, and I’m now starting again in Unity and maybe Godot. I can see an opportunity to develop a Godot plugin, but I’d definitely need to get a better handle on what features and functionality are coming, to decide whether to commit, so any updates would be greatly appreciated. Hope you get the supp
  2. Nice to see a big list of features. It sounds like a very ambitious project, and probably something needed to differential Spriter from the competition in the current market. I must confess however, it is all quite confusing as to what the end result will be. The ideas behind the control widgets and procedurally generated characters in particular are hard to envisage how this would be implemented in a game development package. It almost seems like you want Spriter to be the game engine. Are the widgets going to be exportable components to be imported into the end user game engine, or are
  3. Thanks. Yep, figured all that. I'm using it as an optimisation technique to only load required images instead of all of them.
  4. My rambling as you so put it, is from reading an article by the MessagePack author about it's performance in particular situations, and his own statements that JSON may be better in certain situations. I'm glad you managed to try it out and found a good improvement for Spriter files.
  5. Apart from the bugs in the reference code, I think it's still pretty much valid and should just need adding to with new features. My Shiva implementation is in C++, but using Shiva API's for image, object and screen manipulation as Shiva is a 3D environment, not 2D. I've had to modify some of the reference data structures to make sense in my environment, mainly around the timeline, bone and object keys, as turning 2D images into 3D objects but still treating like 2D objects requires some lateral thinking, and coding. I started with the generic C++ code! but have virtually rewritten it all as
  6. I might have to look into something like this. My current Shiva implementation is taking 150ms to load the Platformer essentials .xml data (which is 12,000 lines of text, so no wonder) on my i7 iMac. I'm afraid to even run it on an Android device to see how long it takes. I realise it's a 1-off load at start time, but if you start to use a bunch of different characters and sprite objects, with multiple animations each, it's all going to add up, and I haven't even got around to using points, collision boxes, or any of the other new features yet. *EDIT* Hmm, after looking into MessagePack more,
  7. Can I get a clarification on this? I'm having an issue with the transition from the last key back to the first, in a looping animation, and am wondering if something is amiss here. *EDIT* OK, after replacing all nextKey.time with NextKeyTime, the wrap around seems to work. So, I'm guessing the correct code is to make my substitution, and also this should mean that nextKey is not required as a parameter? Russell.
  8. Ok, I think some of my confusion with editing the timeline might be a bug? Using b7(pre 2) in WIndows 8 VM, in parallels on OSX Mavericks iMac So I completed a simple logo animation of my plugin name, using just sprites, no bones, and now I want to add some additional elements, like stars sparkling around the name. I added the first star to the start of the animation, but am having difficulty setting up subsequent key fames. I don't want to copy my first keyframe to every other keyframe, as I want the star animations in different places to my logo animations. If I move the timeline to before t
  9. I'm running Windows 8 in parallels on a Mac. I'm having problems loading my project, that I started on the mac. Copied the directory to my shared folder, and it crashed trying to access them. Then I copied the folder to my Windows desktop. it then opened OK, but just came up with a file browser instead of images in the palette window. only had drive letters, none of the virtual folders like Desktop. So I browsed to c:\user\desktop and it got that far, but would not recognise anything below it. Finally, moved my folder to a standard C:\ subdir, and it's all come up as normal. I'm also finding
  10. Well it was working fine on the lightning sample, but when I tried doing my own sprite today, with image swaps, I found a flaw in the theory. For just image swaps, the obj number and the name match the obj_info name and index, but that in't sufficient, as image swaps index into the data. So it looks like I'll have to rework the methodology. Problem is, it's a many to many relationship. Each obj_info can point to many image files, and each image file can have multiple obj_info references. Urgh, never a good sign when that happens.
  11. As a follow up. I'm thinking the "obj' attribute in the Timeline element in an index value into the array of loaded "obj_info" attributes. Is that correct? So the Timeline name matches the "obj_info" name, but the "obj" number also matches the obj_info attributes?
  12. I've come across another dilemma. Everything works wonderfully when only a single copy of a sprite part is used, and I can use the folder/file I'd combo to identify my part. However, when multiple copies of the same part are used, the folder/file is no longer sufficient to identify which part I am using, as multiple different objectInfo names point to the one folder/file Id, but each copy can have different runtime values. I therefore need to store each instance separately, including the image data. This is where I have a problem. The SpriteTimelineKeys only use the file/folder combo to identi
  13. I jus realised there's an issue with the defaults for the parent of a Ref. While your pseudocode shows -1 as the default, the example on the right shows -1 only for bones, but 0 for objects. I assume it should always be -1, otherwise if an object default of 0 is used with no bone_refs, the updateCharacter function will fail with an invalid index to non-existent pone_refs. The examples on the right should show default values for consistency. Russell.
  14. *EDIT* OK, finally got it all figured out. I was trying to do the pivot adjustment on the spriter data all this time, when i should have just been doing it on my Shiva images, using the spriter data. So yeah, in the end, I threw out all my pivot code changes, and just had to change the paint method to accept the pivot value, and then subtract that from the final image location. The one trick with all that, was that the final pivot adjustment is in local coordinate space, not global. Hope my wild rambling will be of use to some future implementers. Thanks. Russell.
  15. Been trying all sorts of combo's. This is the closest I've got with using the absolute of the scale values when calculating sprite_x and sprite_y, but I can't figure out where the final alignment issues are. Nothing I try to adjust the pivot offsets gets any closer to a final image. Given my non-pivot code seems to be the same as what is recommended elsewhere, I can only think the issue is in my pivot adjustments. *EDIT* Actually I can get a slightly closer image in some components, by changing the new x value sin/cos line to a + instead of a -, which has some consistency with flipping. Here'
×
×
  • Create New...