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Silpheed

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Silpheed last won the day on July 8 2015

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  1. Exactly. One way to interpret it is as each bone representing a vector with a magnitude given by the length of the bone and the direction determined by the rotation stored in the frame information. The sprite is then simply tethered to the bone at an arbitrary point and rotated along with its "sibling" bone. I don't remember much from GameMaker: Studio in regard to the transforming of sprites but I vaguely remember there being some sort of filtering mode option for sprites. Additionally, for "simplicity" (this implementation may arguably be more complicated), you could make the entire skeleton one object and simply track all the bones that are part of that object.
  2. Hey everyone, I started this thread at the beginning of the summer with intentions to develop some sort of pipeline for Spriter -> Game Maker: Studio. As SkyWalker_lordLucas mentioned, there is an export to .png option which may work for some. However, I had intended to implement an in-game rig I could use for things like IK, animations, and such. This is where the issue arises, because bone data cannot be imported to GM:S. Unfortunately, I lacked the experience I needed to implement even the most basic prototype of animation. I've since moved on to a new project. My first obstacle was obtaining a data structure that I could then parse for information on the bone structure. This solution was simple enough thanks to Spriters .scon format and GM:S' json_decode and json_encode functions. Using a bit of file I/O magic you can easily convert the .scon file into a ds_list/ds_map hierarchy. Unfortunately this is where my progress quickly came to a halt. After experimenting with a few design ideas, I was unable to make any major progress with any of the methods I tried. My apologies for the massively late follow-up. I'm going back to University soon, but perhaps I will find the free time to revisit this. I understand Edgar is hard at work with updating the interface, and perhaps a new foundation will offer new insight to a successful GM:S implementation. Until then, I encourage you all to try where I have failed. I'll try and monitor this thread more closely. Feel free to ask me any questions you may have. I tried out a lot of different things so perhaps the solution lies in combining my partial knowledge with someone elses. Cheers, Silpheed
  3. Hello everyone, I'm am aspiring game developer that loves the interface provided by Spriter. However, it seems there is no up-to-date model for Game Maker: Studio support. I know there are a few outdated APIs out there (notably icuurd's implementation seen here), but I am aiming to provide a current model. I am aware that Edgar is hard at work with the reference implementation, but I simply can't wait! I'm going to try and release a program for use until the update is pushed. So I'm creating this thread as a sort of devlog. I've yet to break any serious ground (most of my efforts have been researching what needs to be done), so I'll begin by asking the community: Has anyone done this already? Any amount of work done would be largely appreciated. As of now my goal is to simply transcribe Spriter's JSON output (along with an atlas file) into a form that GMS will recognize as a Spine file. This will allow access to the valuable skeleton_ family of functions provided in GMS. As I'm writing this, it's already fast approaching 4:10am. I'll be out of town tomorrow evening but I plan to have my first chunk of work/programming done by the end of this weekend. Expect another post by then. In the meantime, please offer any ideas, crticisms, or questions you have. Thanks.
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