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Found 8 results

  1. I've been working for the past 3 or so weeks on getting a new SpriteKit implementation of Spriter working. I found that the old repo's floating around were partial at best, and didn't really seem to work. At this point I've got it working very nicely, except for one thing that I've found in one of the test Spriter projects I have access to. What I'm seeing is that in this one project, the 3rd frame has a single extra bone added. It does nothing and has no children. Spriter loads it fine and it doesn't affect anything within Spriter. This image shows the diffs between the original file (on the right) and a version of the file without the extra bone. In my framework though, the problem I have is that on the one frame that contains the extra bone, every bone after that is renumbered. My understanding was that the bone-ids would not change. So my objects, that get created for the first frame have references off to their parent bones, and because this is all happening within SpriteKit, the objects are real children of the bones, creating a true hierarchy like that seen in Spriter itself. When the frame with the extra bone is reached, that extra bone takes on the ID of one of the other bones and as a result, the bone that originally had that ID ends up with the bone properties of the new mystery bone. And then, every other bone gets the wrong properties because they too have essentially been renumbered. I thought that perhaps I could instead use the timelineID to identify the bones as these remain consistent, but there is no obvious way for an object to identify it's bone via a timelineID. Am I overthinking this?
  2. Figured I'll share the thingy, since the original creator is kinda dead. Monofoxe.Spriter This is a heavily modified version of SpriterDotNet for Monofoxe. Note that since Monofoxe is a Monogame-based engine, it's gonna be very easy to convert the library to support generic Monogame. So, why make another C# implementation? The existing one is beyond terrible. It's extremely overengineered, badly designed, filled with bugs and is a pain to work with in general. I've tried to simplify the source code as much as possible, fix the most obvious issues and even add new features. The code is still way too overcomplicated and badly designed, but this turd can only be saved by a complete rewrite by someone who's not loodakrawa, and I just don't have this much time. But be warned, this is what I use for my games internally, and it's not as polished and/or shiny as my other stuff. Changes so far: Added - Added Monofoxe implementation. - Added an ability to manipulate bones and sprites at runtime. - Z tilting support. Removed - Removed default Monogame implementation. - Removed Unity implementation. - Removed frame caching. It did not play well with runtime bone manipulation and time slowdown. Changed - Did a complete codestyle overhaul. The code is much more readable now. - Greatly reduced code complexity. Removed unnecessary interfaces and hygely simplified initial setup. - Did a bunch of renamings and class merges to get rid of nothing-classes. Fixed - Fixed completely broken animation transitions. - Fixed an issue where some interpolations were calculated incorrectly in edge cases. Download: https://github.com/Martenfur/Monofoxe.Spriter
  3. Hello, are there any plans of a pixi.js implementation. I am asking because my favorite engine is using pixi.js - gdevelop. Gdevelop is an open source alternative to construct2. It Builds html5 games, ready for intel XDK packaging. It's editor runs on both windows and Linux. Unlike construct2 it can also build native games - for windows and linux. In the future for mac as well. Since last year it has matured quite a bit- also got open sourced. Please give it a try and let us know what you think. http://compilgames.net/ it's github page (see its getting constant updates) https://github.com/4ian/GD Please consider making an implementation. Unlike any of the other engines you support, this one is open source. You can integrate spriter within its workflow better than any of the others. It is completely free, and you dont have to be a programmer to use it.
  4. Spriter 2D: Game Maker Studio extension package SpriterGM is DLL based extension package for Game Maker studio Requirements: GameMaker studio 1.4+. 1.1.0 update: added manual bone control added two bone IK minor bug fixes Installation: 1. Create new game maker project. 2. Download SpriterGM extension from Github SpriterGM.gmez or YoYo Marketplace 3. Drag and drop SpriterGM.gmez file on Extensions folder in resurces window of your game maker studio project. 4. Select SpriterGM package in Extensions folder and open propierties window (Alt+Enter) 5. Select Import Resources tab and press Import all button. Example projects: Example 1: Loading spriter instance Example 2: Animations blending Example3: Spriter event trigger uses Project source code: SpriterGM Github SpriterGM guide: Spriter 2D integration for Game Maker 1.4+ Tutorial video:
  5. Hi, This has probably been asked before already but will or even has Spriter been implemented into Gamemaker Studio 2? I saw that Spine has managed to get native support and I was pretty close to buying it but thought I would stop and ask here.
  6. I'm playing in the Java runtime implementation of spriter to make my own (that I will post here when done) to better fit my needs and I'm running accross a weird issue. When updating the animation, it seems to check if the time of the mainline key is bigger than the time of the timeline key. This does not make much sense to me since the mainline key is created automatically when making any timeline key on spriter. Using the editor, I can't seem to be able to "de-sync" a timeline key from it's mainline key. Is there a point to doing that ? Backward compatibility or to support corrupted XMLs ? I don't really care was what the original author's intention, I just want to know if I can safely drop it. Reference: https://github.com/Trixt0r/spriter/blob/master/src/main/java/com/brashmonkey/spriter/Animation.java Line 118 Thanks
  7. Hi, I am happy to announce the first release of a new spriter runtime for Haxe (https://github.com/wighawag/spriter , haxelib : http://lib.haxe.org/p/spriter/ ) It is originaly based on the great work of @Loodakrawa for its c# implementation. I optimized it for Haxe and got rid of allocation (so no gc at all while spriter entity is animating!) This does not use pool neither. The runtime itself contain no rendering code and there is currently only one library that do the rendering : https://github.com/wighawag/spriterkha This for Kha : http://kha.tech/ an awesome low level cross platform api. You can find a test project here : https://github.com/wighawag/spriter_test The api is still not complete and it is not yet a 1.0.0 release and I would be interested in feedback Since Haxe can output to different languages, this could be used as a library for any such language as well. Let me know if you need help for that. My implementation has been tested on js and cpp only but should work on all target. The library is unit tested with data from the c# implementation so it should behave in the exact same way The "no allocation" claim is also unit tested (for the cpp target) Hope someone find it useful. Thanks
  8. Hello guys :D Introduce... My Name is Rizky Djati Munggaran from Indonesia, call me ridjam :D . I'm Vector Artist, hopefully not the only one here haha... I've purchased spriter since January 2015, and it's great software! especially for me who live in developing countries, the price is very affordable and reasonable :D I've startup company with my friends call “Sinaulin Studio†a Game Studio Company, we are now making our first game, named “Save My Wifeâ€, tells the story of a husband who drove his pregnant wife to the hospital with a old scooter named Vegi. I use linux for work, and still use the Spriter version R2 because R3 version does not run on my system, hoping to be fixed. Below is the result of my work using spriter. I have difficulty in making "Add or Remove Bones", like Wonky Skeleton Animation in AdventurePlatfortmerPack_Essentials, I hope Mike made a tutorial about it, hehe :D Critique are wellcome, guys. :D And this is one of my process of designing using vector graphics program.
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