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Tom Atom

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Posts posted by Tom Atom


  1. On 4. 1. 2018 at 9:23 PM, HobekaStoo said:

    If we try the modified library with a project containing frames within folders, we get the same problem. I think it stems from Spriter incorporating the folder path into the frame name, but referencing it using only the filename.

    Hi, sorry for late reply. It is not always simple to match frame names in atlas .json file with names in animation. To solve this, library allows you to pass object with optional parameters when creating Spriter.SpriterJSON/Xml objects:

    var spriterFile = new Spriter.SpriterJSON(this.cache.getJSON("TESTJson"), /* optional parameters */ { imageNameType: Spriter.eImageNameType.NAME_ONLY });

    As you can see, one of the parameters is imageNameType. It says, what to do with Spriter frame name (which may contain subfolders and extension - as in your case). By default it strips path and extension to keep only name. This is OK, if your atlas.json has only names in it. But your atlas has name + extension for frame names. To solve it, change parameter from NAME_ONLY to NAME_AND_EXTENSION. All options are described at GitHub page:  https://github.com/SBCGames/Spriter-Player-for-Phaser :

    2016-09-16

    • added optional parameter in Spriter.SpriterJSON and Spriter.SpriterXml of type IFileOptions. This parameter is object with some optional keys. Currently important is imageNameType of type Spriter.eImageNameType. It converts and returns name of image taken from Spriter animation file in this way (let's assume name in animation file is path/image_name.png):

    NAME_ONLY (default): image_name
    NAME_AND_EXTENSION: image_name.png
    FULL_PATH_NO_EXTENSION: path/image_name
    ORIGINAL: path/image_name.png

    So you can strip path, extension or both or keep original name.


  2. Hi,

     some time ago I wrote Spriter player for Phaser engine. It is written in Typescript and here at GitHub is repository: https://github.com/SBCGames/Spriter-Player-for-Phaser. It supports only features from free version, as at time of writing I had only free one.

     You can see working sample on my blog here: http://sbcgamesdev.blogspot.cz/2015/09/phaser-tutorial-phaser-and-spriter.html

     Beside this I wrote Spriter Minimizer. It is utility to shrink Spriter output (https://github.com/SBCGames/SpriterMinimizer) It is kind of "work in progress", but it can already minimize xml output or convert it into binary. These are output sizes for test anim (grey guy):

    • 346 kb standard, pretty printed, Spriter output,
    • 240 kb Spriter output with pretty printing unchecked,
    • 165 kb after minimization with SpriteMinimizer (with default definitions.xml),
    • 74 kb when converted into binary format with smallOffset switch on.

     

    2016-02-20 UPDATE:

    New version now includes Spriter Pro features:

    blog: http://sbcgamesdev.blogspot.cz/2016/02/phaser-tutorial-spriter-pro-features.html

    GitHub: https://github.com/SBCGames/Spriter-Player-for-Phaser

    Currently it can load scml and scon files. Support for minimized files (made with Spriter Minimizer) is temporarily down.

     


  3. Hi,

     I just purchased Spriter Pro version through Steam. I found, that:

     - I have to be logged into Steam otherwise I can not run app - it starts and closes immediately (no error messages),

     - even if logged into Steam account, it is not possible to open .scml/.scon file with double clicking on it in explorer - Spriter starts, loads file (I can see it) and then ends immediately (no error messages). It is necessary to first start Spriter and then open file in it with file->open.

     I also tried free version from your site and it does not suffer from this, so it seems all this is related to Steam version.

    Tom

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