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shibekin69

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  1. Like
    shibekin69 got a reaction from BearmaInabe in Spriter for Haxe/OpenFL and HaxeFlixel   
    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.
     
  2. Like
    shibekin69 got a reaction from sportrmhcnh in Expand timeline easing feature?   
    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?
  3. Like
    shibekin69 got a reaction from JohnnyType in Expand timeline easing feature?   
    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. Like
    shibekin69 got a reaction from Ddyrinsyk in Expand timeline easing feature?   
    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?
  5. Like
    shibekin69 got a reaction from DarrenOl in Expand timeline easing feature?   
    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?
  6. Like
    shibekin69 got a reaction from RunnerPack in Spriter for Haxe/OpenFL and HaxeFlixel   
    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();
        }
        
    }
  7. Like
    shibekin69 got a reaction from DarrenOl in Spriter for Haxe/OpenFL and HaxeFlixel   
    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.
     
  8. Like
    shibekin69 got a reaction from DarrenOl in How do you deal with ugly edges?   
    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.
     
     
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