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Kiori

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Everything posted by Kiori

  1. I did a quick test with 30 chars, non-moving, animating, it seemed to be alright, but i'd have to check on mobile to be sure. I noticed that in your main script "SpriterDotNetBehaviour.cs" you use Update. As per :http://blogs.unity3d.com/2015/12/23/1k-update-calls/ I did a few tests on how to remove/Improve "updating" everything. One solution i did was change it to a coroutine. I didn't really get a huge improvement,well kind of, its weird actually, i think the profiler just gave me inconsistent results as usual. I've seen coroutines offer massive performance gains before, but who kn
  2. @loodakrawa Do you know what the current runtime overhead is? I mean i imagine for a system running something like 20 different characters at once, with a implementation based on c# scripts, that can't be cheap. But who knows. If you have tested or have any experience let me know, I'm interested.
  3. I believe what i used was :Spriter\Art Packs\Essentials\Adventure Platformer\PlatformerPack\Player.scml Also, i'd like to point out that unity has some great new features for joints in 5.3: http://blogs.unity3d.com/2015/12/08/unity-5-3-all-new-features-and-more-platforms/ They are physics components, but its worth noting.
  4. I encountered a few bugs when trying to import the plataformer pack: -----------This shows up when i tried switching animations a character in the pack, with simply dragging the controller, running and pressing fire1,etc. --------------- ArithmeticException: NAN System.Math.Sign (Single value) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/Math.cs:485) SpriterDotNet.SpriterProcessor.ApplyParentTransform (SpriterDotNet.SpriterSpatial child, SpriterDotNet.SpriterSpatial parent) (at C:/dev/libs/SpriterDotNet/SpriterDotNet/SpriterProcessor.cs
  5. Kiori

    FBX Export

    Have you guys thought about creating an fbx export feature? It could really streamline the usage of spriter with many engines out there. Breaking the imediate need for engine specific implementation.
  6. After disabling OGL spriter works even on the latest win8 'updated' drivers and performance is better than with the other one. So clearly its an issue with intel's OGL implementation vs. what spriter need/calls. Ran some other tests and actually with this driver OGL gets broken across the system, not only with spriter. So the final advice is, use intel's official latest driver, and never trust windows-update it will try to 'update' the 'older' driver and it will ruin everything.
  7. I think he was referring to this post: http://brashmonkey.com/forum/index.php?/topic/3359-cocos2d-x-222-spriter-implementation/
  8. If you also need this to be officially supported by cocos2d-x team, please post here: http://discuss.cocos2d-x.org/t/spriter-cocos2dx-support/7111
  9. I also have the same problem on an old lappy under win8, on the same pc under linux i get no problem what so ever. so clearly its an issue related with the way spriter does things on windows vs. the available driver/environment. Edit: i got it fixed, first time i ever go spriter running under windows. I searched a bit, and in my case the only driver that got it to work was this one: https://downloadcenter.intel.com/Detail_Desc.aspx?DwnldID=18223〈=eng Windows 8 claimed to have a more up-to-date driver installed, screw that, BS all the way. After installing the above driver its working great.
  10. Running on windows 8 for the first time, same laptop as usual intel 965g, dual core, 3gb ram, etc. had Spriter crash for the first time ever. I got this:"Unhandled exception at 0x043ED0EF (ig4dev32.dll) in Spriter.exe: 0xC0000005: Access violation reading location 0x00000000." Courtesy of VS2013 debugging. And yes vc2010 is installed.
  11. I still have issues on running this on windows on intel gpu, but none under linux. thought r2 might fix it, guess not. Perhaps its related to the frameskipping problem mentioned above.
  12. I looked into the Spine implementation, and they even have a spine to 2dToolkit runtime.(2DTK is the best framework for 2D in unity, its a must have) It was done by a dev, through kickstarter, he even tweaked some of the Spine code, i believe to make it work more with unity. The implementation is quite spectacular, you can do all sorts of in editor editing, switching, etc., and its very clean. The difference though, is that spine can use meshes, while spriter uses sprites pretty much, and using meshes becomes an advantage in unity. I actually have no idea how they integrated this stuff. I'm pr
  13. To keep it sane, you shouldn't aim to have the sound effects and colisions suported yet, thats very unity specific, what you should do is make sure the animations themselves are fully supported. You guys need to have 'export to unity' as a builtin option, this is going to be your biggest userbase if you do. These are some good links for the devs to look into: https://www.assetstore.unity3d.com/en/#!/content/14024 http://gamedevelopment.tutsplus.com/series/bone-based-unity-2d-animation--cms-617 I believe the spriter2unity implementation uses something similar to the last 2 links. I've tested
  14. HI I have a bug that i thought initially was a steam version bug, but its on the other version as well. When i open the program if there is any window up, it freezes there even if I close it, generally there is something wrong with video it seems. i tried disabling opengl, but now the program crashes on startup. I'm testing this on a intel gpu under windows 7 32bit btw. I'll try it on linux later on and see what happens. Cheers Edit: Tested the latest build available, which was still B11, on linux. And it still works fine, with great performance btw. My problem is a windows-only problem. Tes
  15. Spriter Devs should look into this, this will probably be the most used tool with spriter.
  16. Kiori

    Steam Key?

    I would also like to have this on Steam for easy of use. :) I noticed its not available for 'linux' on steam, too bad. Will it be available later on?
  17. Thanks for the links, I was thinking about this today. The spriter test was better than the other one. Looking forward to this too. :D
  18. Perhaps a better solution is if you could tag things. Like hierarchy with gun- 1, hierarchy empty -2, something else -3. So you could clik-switch them on the go, or even use hot keys.
  19. You guys should look more into unity integration(as in learn the engine and make sure everything is top of the line). Its pretty much a standard engine for 2d right now, specially considering all that you get with the free version. I believe they represent something like 57% of the mobile games atm. And its only going to grow. My guess is it will represent the greater majority of your users, specially after you guys release the final 1.0 and properly advertise spriter, etc. Its a great engine that hasn't forgotten about 2d. If you want to learn more about it, I think these sessions are quite n
  20. I second the cocos2d-x and "It would be awesome if the Unity support would include the 2DToolkit.". It would be awesome indeed. I read around the web a bit, and it seems the spline guys made an implementation that gets the anims loaded directly into 2dtks format, so it is possible. They contacted the guy who works with 2dtk, maybe brashmonkey should do the same, see what needs to be done.
  21. Hi there again, I just bought the pro version, looking forward to using it. I use both Linux and windows, can I trust that both versions of spriter are equally usable, or should I favor one over the other? Thanks.
  22. I only knew spine before founding out about spriter, frankly with all the recent pixel art support(B8), and the general style of things, spriter seems a lot more artists and not industry focused that spine, giving it an edge. I wanted to know however if you guys plan implementing prime spine features like using meshes, free form deformation and bounding boxes for physics. These to me where the prime features that make spine useful, other things like defining curves in the animation or the timing i guess are a given. Also it would be cool if in the future you guys could include a fbx export.(no
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