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WasdfriKn

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  1. Like
    WasdfriKn reacted to loudo in implementing Boxes, Points, Variables, Tags   
    How can I implement the boxes, points, variables and tags ?
    Do I have to keep their current references at the current time in an array or something inside the Animation object (from scml reference) ?
    thanks,
    [Edit : I think I get it with Point and Tags. I guess same thing apply to variables. I wondering why we can put variables everywhere. Only on the meta timeline matters in my opinion]
  2. Like
    WasdfriKn reacted to Frozenforest in Construct Classic Plugin   
    How long until the construct classic plugin is released? Thanks.
  3. Like
    WasdfriKn 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
  4. Like
    WasdfriKn reacted to YanDaik in Bone length   
    Good day folks!
    How are you? I'm fine too, thank you.
    I've implemented c++ scml reader and visualizer. But one thing i can't figure out myself.
    Bone lengths. If bone has childs it's length can be calculated easely (that is not always true. if child bone has some offset then we are screwed). But if it has no childs it's kind of not obvious. There is sclae_x parameter. i believe it scales bone (cpt. Obvious). But what is that custom length to which it is scaled?
  5. Like
    WasdfriKn reacted to Gus in Plugin for Unreal Engine 4   
    Any hope for a Unreal Engine 4 plugin?
  6. Like
    WasdfriKn 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!
  7. Like
    WasdfriKn reacted to siba2893 in Spriter with LibGDX?   
    Hi people, I'm trying to make a 2D platformer with LibGDX, is it possible to integrate Spriter animations with this game engine? I'll be waiting your answers, Thanks.
    :D :D :D
  8. Like
    WasdfriKn reacted to Discobeard in Generic Java Importer   
    Trixtor have you got any messager clients i can contact you on?
  9. Like
    WasdfriKn reacted to Polys in Spriter price jump and unity support   
    Not to post needlessly but being able to import into unity without making 100% sprite sheets is crucial to me. However I can't stop to write an importer while I work. Is there any eta for 1.0 when importer support may be focused on?
    On a side note, what kind of price jump are we looking at after 1.0 goes live?
    Thanks :)
    Possibly a new spriter fan
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