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Spritesheet atlas issue with Phaser 2.6.2
Sergio Sansovini posted a topic in Spriter Implementations
Hi, I've been trying for hours to export a spritesheet of my animation using the Spriter exporter. It looks like whatever configuration I try, there is no way to control the frames rotations inside the output spritesheet, this risulting in Phaser rendering the sprite with its body parts randomly rotated and attached to the wrong points. How can I force my Spriter Exporter to output a spritesheet containing only non-rotated frames? -
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.
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Hello, I just got introduced to Spriter today. I have a set of animations under a .scml file and would like to export them to a TexturePacker file to then be able to use them on Phaser. My intuition tells me there must be a way to export all sprites onto a sprite sheet, and Sprite will generate a json file with animation coordinates that can then be called on Phaser. The thing is, I just cant find a way to do that as nothing happens when I use the Generate Texture Packer Spritesheet option under "File". When I say "nothing" I mean Sprite only generates a .tps file just as if I had generated the file directly on Texture Packer. Am I missing something ? Help really appreciated!
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Hello. How can I use the finished animation in my project on phaser (pixi.js / javascript) ??? I save the animation in three files, atlas.png, atlas.json, skeleton.scon. Thank U