
Alealokato
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Alealokato reacted to filharvey in Starling AS3 with Bones
Is there a working version library for Starling AS3. I've tried both SpriterAS and SpriterMC, and the animations (I have the character pack) do not play back correctly with these versions.
Thanks
Phil
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Alealokato reacted to SkeletalRavenArts in Spriter2Unity workflow suggestion!
sorry that am posting this here but am still getting used to using forums ( noob )
so!
I have been working with Spriter2Unity for a while and I have noticed something very critical to optimizing Spriter to work with Unity better!
In Unity, when using a texture map ( graphic ) it will do a Draw call ( which is pulling that graphic from the game database ), I have noticed something when I use Spriter2Unity, it draw call all the parts of what ever graphic that was made inside spriter into the frame, meaning ( if a character is made out of 20 parts, it will cost 20 draw calls ) for a cellphone game 100 draw calls is a bit too much so 20 is too much for a single character on screen.
the solution is!
Unity can slice a single texture sheet to many parts for sprites use, and lets say a map for 4000x4000 has like 100 sprites all these sprites will be a single draw call! but in different batchs.
still a SINGLE draw call! so! if there is a way that we can make spriter slice parts from a single sheet, that will even improve the workflow drastically.
for editing, a person can just open a single file, color pick and edit on the fly but when having so many stuff in different small files it will be a bit tought to edit stuff.
tell me what you think guys!
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Alealokato reacted to blurymind in gdevelop (pixi.js engine) implementation
Hello, are there any plans of a pixi.js implementation. I am asking because my favorite engine is using pixi.js - gdevelop.
Gdevelop is an open source alternative to construct2. It Builds html5 games, ready for intel XDK packaging.
It's editor runs on both windows and Linux.
Unlike construct2 it can also build native games - for windows and linux. In the future for mac as well.
Since last year it has matured quite a bit- also got open sourced. Please give it a try and let us know what you think.
http://compilgames.net/
it's github page (see its getting constant updates)
https://github.com/4ian/GD
Please consider making an implementation. Unlike any of the other engines you support, this one is open source. You can integrate spriter within its workflow better than any of the others. It is completely free, and you dont have to be a programmer to use it.
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Alealokato reacted to Pikarus in Python implementation?
Is there any working Python implementation yet?
EDIT: I might attempt my own implementation soon, but I am still curious how others are doing it either in python if anyone else has been working on that or in other languages.
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Alealokato reacted to lucid in scml documentation (deprecated - use reference implementations instead)
Deprecated : Use Reference Implementations pinned in this forum
Hello again everyone,
This is the preliminary edition of the scml documentation. It takes the form of an interactive document with a side by side of pseudo code and the scml format specification.
This will be expanded over the coming weeks with detailed descriptions of the functions and dom elements being described, but as is, it should provide a good jumping off point for developers creating implementations, and also for anyone attempting to update or troubleshoot an implementation.
I'll be out of town and away from my dev PC for the next few days, but when I return this document will be continually updated along with Spriter to be as useful and clear as possible. In the meantime however, I'll provide you with a few key points to get you started.
â—¾the document is written in a c-like pseudo-code ignoring as many language specifics as possible. This means there is no concept of pointers or references. brackets[] at the end of a type name indicate an array
â—¾float, int, string are intended as general types and can be replaced by double, short, cstring, etc as you see fit
â—¾as all xml parsing will be language specific, this is not addressed in this document, however, the scml and code are side by side. Where the data structures should contain information directly from the file, those items are highlighted, and hovering them reveals the relationship to the scml file.
The pseudo code is released to the public domain under the cc0 license. This means you are free to use it in any way you see fit. ("You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission")
There is a checkbox to hide the scml side, so you can copy paste the code into your IDE or text editor, do a few find/replaces, and you have a basic scml implementation you are free to release it for anyone to use or keep for use in your proprietary engine for your game.
This version only includes a Set Current Time, and Apply Character Map function, and provides a data structure to translate spriter data to be drawn at the position and orientation of your character on screen. In time this will be expanded to provide a full suite of features to make your playback engine as complete and powerful as possible.
This document is the first part of a larger strategy to get Spriter universally supported on all platforms, languages and authoring tools, and we will get into those in greater detail over the coming weeks.
view the documentation here:
http://www.brashmonkey.com/ScmlDocs/ScmlReference.html
and please leave any feedback in our forums
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Alealokato reacted to Snorky in Spriter implementation for iOS Sprite Kit
Hello,
just wanted to inform about my upload of a basic Spriter implementation for Sprite Kit at GitHub:
https://github.com/indieSoftware/INSpriterKit
It supports only the simplest sprite animation and non-scaling bones. None of the other Spriter features are supported, so it's meant as a basis for further extendings and not for a productive usage. Feel free to clone the repo and extend it.
Cheers
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Alealokato reacted to Frozenforest in Construct Classic Plugin
How long until the construct classic plugin is released? Thanks.
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Alealokato reacted to miletbaker in Photoshop to Spriter (Photoshop Plugin attached)
Hi all,
This isn't a Spriter Plugin, but a handy Photoshop one to export to Spriter. I have been working on improving my workflow and have written a simple Photoshop script to exports the contents of each top level layer group into a separate flattened png file for use as in Spriter. For example if you have layers organised as per attached image.
The script creates a subfolder in the same directory as the psd, named with the psd's name and within (in this example) would be:
head.png (which would have merge the sub group too)
r_forearm.png
r_upper_arm.png
l_upper_arm.png
body.png
(In the example image the ungrouped layer1, a scanned image I am tracing from, is not exported)
As I can't upload jsx files, just copy and paste the script below into your text editor and save it as 'Export Layer Groups to PNGs.jsx' and copy the file to your Photoshop CS6/Presets/Scripts folder. You can then access the command (after a restart) from File > Scripts > Export Layer Groups to PNGs
I have only tested on CS6 but pretty sure it will work on CS5
#target photoshop
function main(){
if(!documents.length) return;
var doc = activeDocument;
var oldPath = activeDocument.path;
var docname = doc.name.replace('.psd', '');
new Folder(oldPath + "/" + docname).create();
for(var a=0;a activeDocument.activeLayer = activeDocument.layers.getByName(doc.layerSets[a].name);
dupLayers();
activeDocument.mergeVisibleLayers();
activeDocument.trim(TrimType.TRANSPARENT,true,true,true,true);
var saveFile= File(oldPath + "/" + docname + "/" + doc.layerSets[a].name +".png");
SavePNG(saveFile);
app.activeDocument.close(SaveOptions.DONOTSAVECHANGES);
}
}
main();
function dupLayers() {
var desc143 = new ActionDescriptor();
var ref73 = new ActionReference();
ref73.putClass( charIDToTypeID('Dcmn') );
desc143.putReference( charIDToTypeID('null'), ref73 );
desc143.putString( charIDToTypeID('Nm '), activeDocument.activeLayer.name );
var ref74 = new ActionReference();
ref74.putEnumerated( charIDToTypeID('Lyr '), charIDToTypeID('Ordn'), charIDToTypeID('Trgt') );
desc143.putReference( charIDToTypeID('Usng'), ref74 );
executeAction( charIDToTypeID('Mk '), desc143, DialogModes.NO );
};
function SavePNG(saveFile){
pngSaveOptions = new PNGSaveOptions();
activeDocument.saveAs(saveFile, pngSaveOptions, true,Extension.LOWERCASE);
}
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Alealokato reacted to Erik1 in Monogame implementation
https://ERIKKIPP@bitbucket.org/ERIKKIPP/animation.git
I wrote a C# Monogame implementation so the images and scml file need to be part of the project. The code is similar to XSpriter but I've done just about all tweening and transforms when loading for performance reasons.
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Alealokato reacted to annabelledodd in GameDevelop plugins or extension
Hi
Can @lucid or anybody from BrashMonkey develop plugins or extensions for this game engine?
This is basically a Construct 2 clone but free and can run on Mac/Linux/Windows
Please target for version 3(still beta) of GameDevelop
You can get it at http://compilgames.net/
Regards
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Alealokato reacted to isaacburns in Photoshop to Spriter (Photoshop Plugin attached)
Ha! Yeah, that's me.
I've added support for attaching a group of layers to a bone.
This is the order it looks for a bone.
look for "bone_name" from layer name of the format "base_name bone(bone_name)"
look for layer name
look for "bone_name" from group name of the format "base_name bone(bone_name)"
look for group name
I've added an example to the project to demonstrate.
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Alealokato reacted to Malhavok in Spriter for Unity 4.3
Hi there
I like both Spriter and Unity so i thought that i'd be lovely to use them together. When Unity 4.3 came out, with 2d support and stuff, this was the first idea that came to my mind. So, after spending some time after work, i present to you - Spriter2Unity
Currently it's very rough, could call it "pre-alpha" state.
What it does:
- converts scml file into Unity prefab and animation
What it doesn't:
- assign files directly to Unity SpriteRenderers (you have to do it by hand in the editor :/)
Why so:
- you get the most Unity-way objects, that is prefabs, so you can use them Unity-way
- you get the most Unity-way animations, that is anim files, so you can use Animator Controllers and State Machines and all magic connected to it
here is the link:
https://github.com/Malhavok/Spriter2Unity
(the code inside is kinda hacked together, so be warned if you stray into it)
i've tested it so far on the GrayMan free asset and on an asset connected to the repo - seems to work fine. If you notice anything wrong, leave an issue or a post, describing what's wrong (scml files that cause problems would be cool)
it seems that it doesn't work for boneless animations, i'll be looking into it.
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Alealokato reacted to Trumgottist in Photoshop to Spriter (Photoshop Plugin attached)
It seems to work in CS4 too!
Opening the test file gave me some errors:
"This document contains unknown data which will be discarded to keep layers editable. […]"
and
"Some groups were found corrupted and repaired."
Running the script on that file gave me a Spriter file and accompanying png files, so that it looks the same as the psd file when it's loaded into Spriter. But I got no bones.
The problems with it are obviously the 5 nested groups limit you mentioned. Instead of a "root" group, I get an empty and hidden "root" layer. If I remove enough parts so that it fits in five nested groups, put the bones in a root group, and hide the bone layers, I do get bones. Odd looking (all horizontal - but I guess that's how it should be, as the bones in your sample spriter file looks the same), but functional bones.
So thanks! It is indeed working in CS4 too. The bone creation is less useful due to Photoshop's group limitation, but even without that, I'm sure that it'll prove useful!