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shibekin69 last won the day on July 6 2015

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  1. To get SpriterHaxeEngine working with HaxeFlixel, use the following base code to get started: //In PlayState.hx... import spriter.engine.SpriterEngine; import spriter.library.FlixelLibrary; import flixel.group.FlxTypedSpriteGroup; class PlayState extends FlxState { //Variable declarations private var _spriterGroup:FlxTypedSpriteGroup<FlxSprite>; private var _spriterEngine:SpriterEngine; private var _spriterLib:FlixelLibrary; //In create() function override public function create():Void { createSprite(); add(_spriterGroup); } //Function to create spriter object function createSprite() { _spriterGroup = new FlxTypedSpriteGroup<FlxSprite>(); _spriterGroup.antialiasing = true; _spriterGroup.pixelPerfectRender = false; _spriterLib = new FlixelLibrary(_spriterGroup, "assets/images/sprites/"); _spriterEngine = new SpriterEngine(Assets.getText("assets/data/YourCharacter.scml"), _spriterLib, null); _spriterEngine.addEntity("EntityName", 120, 460); _spriterEngine.getEntity("EntityName").playAnim("AnimationName"); //update on enter frame _spriterEngine.update(); } //And in update() function below super.update()... override public function update():Void { super.update(); _spriterEngine.update(); } }
  2. And another thing while working with SpriterHaxeEngine, to get rid of the animation jitters, and visual aliasing and shearing, you need to apply the following in FlixelLibrary.hx of SpriterHaxeEngine (spriter/library/FlixelLibrary.hx), in the addGraphic function: After var sprite:FlxSprite declaration, add... //Smoothen each bitmap. Kills alias and shearing sprite.antialiasing = true; //Smoothen minute animations. Kills jitters sprite.pixelPerfectRender = false; Performance may be affected, so these may need to be adjusted if you need speed.
  3. Hi, I noticed that for some implementations of Spriter, things are not kept up to date anymore, like with the Haxe implementations, I don't see the timeline easing implemented. Is there a way (or maybe this can be a new feature) to be able to add frames to an animation into the number of frames desired with easing applied? For example: If an eased animation has two frames, and I'd like to easily add 6 frames in between with the proper easing movements applied on the sprite parts and keyframe positioning so this easing feature is still useful for those whose platforms are not too actively supported at the moment?
  4. Ok, I think I figured this out. Since my output target is Flash and this thing basically resizes the SWF content to fill the Flash Player's window, I'm basically not looking at my work at 100% actual size. Smaller by a couple of pixels as I've set my stage's height to be 800, while my notebook can only do 720 pixels. So since this isn't vector, I've been looking at a rough resizing of bitmaps all this time.
  5. Hi Mike, Thanks for the reply. I think that clean, plain, solid shapes and objects will simply make these imperfections stand out. I notice these even slightly in HTML5 via Construct 2. PNG sprite sheet export might be my best bet for now. From an artistic and technical standpoint, would you happen to have tips on sprite creation best practices, what to avoid etc? Or maybe point me to a site that can give me pointers on making game graphics with such advice? :)
  6. Hi, I'm trying out Spriter with a 2D graphic I made using a vector app and exported as PNG parts. The curved lines are thick enough and look nice and 'crisp' or rather 'smooth' so to speak. Solid colors and solid lines were used. When I use them in Spriter and subsequently in HaxeFlixel, I notice that the curved lines are not rendered perfectly anymore and looks ugly depending on the resolution of the of the images. More so if they have been rotated. I don't know what the industry term for this is, but what do you guys call it, and what do you do in your work flow to avoid this? For example: The one on the left is running on Flash using SpriterHaxeEngine, and on the right, is what I see on the Spriter Editor after dragging and dropping the image parts. You can see the subtle imperfection on the rendering on the left.
  7. Seems there are a couple of libraries available for the Haxe/OpenFL/HaxeFlixel platforms that I've found: OpenFL: https://github.com/loudoweb/SpriterHaxeEngine HaxeFlixel (for latest dev build?): https://github.com/Beeblerox/SpriterHaxeEngine/ HaxePunk: https://github.com/ibilon/HaxePunk-Spriter NME (OpenFL?): https://github.com/po8rewq/hxSpriter I'm trying to get the HaxeFlixel one to work but is lacking in noob friendly documentation. If anyone gets it to work, please post how you did so here.
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