Abel Posted May 7, 2012 Report Share Posted May 7, 2012 Here's the Spriter AS3 implementation: Engines supported: - Plain AS3 - FlashPunk - Flixel - Starling Future engines: - Genome2D - ND2D - Stencyl Version: Spriter BETA format. Quote Link to comment Share on other sites More sharing options...
Mike at BrashMonkey Posted May 7, 2012 Report Share Posted May 7, 2012 Fantastic work Abel Toy! Quote Link to comment Share on other sites More sharing options...
Oddysee Posted October 9, 2012 Report Share Posted October 9, 2012 I just converted Abel Toy's version to use the new A3 file format for FlashPunk. If you're interested take a look here: Demo The source code can be downloaded here: Zip Thanks to Abel Toy for getting most of the work done in the beta version ;) Quote Link to comment Share on other sites More sharing options...
stephan_h Posted October 18, 2012 Report Share Posted October 18, 2012 Hey, Oddysee, your links do not work (anymore). Quote Link to comment Share on other sites More sharing options...
Oddysee Posted October 19, 2012 Report Share Posted October 19, 2012 Fixed now! Quote Link to comment Share on other sites More sharing options...
crazysam Posted October 29, 2012 Report Share Posted October 29, 2012 Any word with regards to bone animation implementation? Quote Link to comment Share on other sites More sharing options...
speedtouch Posted November 3, 2012 Report Share Posted November 3, 2012 Can we get an updated implementation for plain/raw AS3 for the new file format? I looked at Oddysee's change for Flashpunk but I had a hard time finding what would need to be changed for just the raw as3. Quote Link to comment Share on other sites More sharing options...
Montego Posted November 13, 2012 Report Share Posted November 13, 2012 Hi! Thanks for your work on the AS3 impl as it relates to Starling. I tried your test code, but I'm getting very slow performance. Even in "standard" packaging mode, I'm getting only 4 fps with your two demo characters (walk and idle_healthy) I tried with Blitting and without. Interestingly enough, when I turn off the auto-play, I get 36fps, down from 60. So at least half the slowdown seems to be in just drawing the two hero clips. Any idea why it might be running so slowly on device? Thanks! Quote Link to comment Share on other sites More sharing options...
Montego Posted November 14, 2012 Report Share Posted November 14, 2012 Hello again, Looking into this I learned the following: 1) on a fast PC, no slowdowns can be observed until you add 10-20 heros on stage. 2) If I remove the animation update code and just draw the hero once (so he shows up), I can get 60fps on device (This is with Standard packaging. Fast packaging is at 34 fps for this test). The animation update routine seems to be the problem. 3) Adobe Scout (fka Monocle) indicated that Starling / Stage3D was doing a lot of texture swapping, which accounted for most of the frame time while animating. Even though you're caching the textures in memory (nice), it APPEARS at this point that swapping 19 textures 30/60 times a second is very costly on device, whether you're blitting or not. 4) I changed the onCharacterChangeFrame() function to only update the position of objects, rather than remove all of them and start fresh. This causes some issues when playing back an animation where the image set changes, but that in theory could be worked around if this speeds things up. With this technique, in standard packaging, I get 47 fps. All of those "getObjectByName" calls are taking a toll.... it seems. However, if I remove the container.unflatten and flatten calls, I'm now up to 57fps on device in standard packaging. Nice, but this is still too slow -- we shouldn't see a dent in performance with stage3D a character of this complexity. But at least this proves that with some rejiggering of the algorithm faster performance on device is possible. Note: with 3 characters (the idle and walk) FPS goes down to 21 on device with standard packaging. There's still just too much overhead in the update tick. Not sure if it's worth it to improve the renderer though -- found a few other animation solutions that I want to try first: 1) "StarlingConverter" http://forum.starling-framework.org/top ... -hierarchy 2) "Extract Swf" http://renderhjs.net/shoebox/extractSWF.htm Would be interested in hearing other's thoughts on this! Quote Link to comment Share on other sites More sharing options...
jcjunglebob Posted August 8, 2013 Report Share Posted August 8, 2013 viewtopic.php?f=3&t=12597&e=0 Meant to post that as a reply here, but I noobed up. Though stencyl having its own searchable title is good I think. Quote Link to comment Share on other sites More sharing options...
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