haxpor Posted November 10, 2012 Report Share Posted November 10, 2012 It has some little story here. It's based on the original work by talentless (https://github.com/talentless/spriter-cocos2d) which is implemented in Objective-C. Then young20 took it (I strongly believe that because after took a look at the source code is similar in logic and structure) and ported it into C++ working with cocos2d-x, you can found at https://github.com/young40/Spriter-Cocos2d-X. Anyway I tested the work by young20 but found some un-expected behavior such as - animation is too fast - flipping in x-axis doesn't work So I modified it based on his work along with some minor fixed and additions, and it's tested against alpha 6 format. You can find it at https://github.com/haxpor/Spriter-Cocos2d-X. Some more information + video which I blogged a couple weeks ago is here: http://haxpor.org/post/34350003417/a-first-participation-over-github-relief. Left monster is modified from Spriter tool to have a bigger head during animation to test things out. Note: Right now there's one thing, I don't finish fixing it as you can see from the video or image in my blog link. That problem has existed since young20's work. Some parts of image of monster are missing. I'm not sure what's the problem and I don't have much time to look into it further as the current state of my project doesn't require to use this great tool anymore, so I guess anyone interests to use this Spriter for cocos2d-x has to look it around yourself. I reported this to young20 along with pull request but no response yet. So if you read this, feel free to make any action :) Thanks guys and thanks Spriter team for making this tool. Enjoy digging some more! Quote Link to comment Share on other sites More sharing options...
Discobeard Posted November 10, 2012 Report Share Posted November 10, 2012 i know nothing at all about cocs2d-x but i bumped into the same issue with these 3 parts a few days ago. If i remember correctly at least part of the problem was that i had been incorrectly setting the default pivot_y point to be 0 (it should be 1) so if anyone does look it at i would start there. Quote Link to comment Share on other sites More sharing options...
bobo Posted May 9, 2013 Report Share Posted May 9, 2013 any progress with the cocos2dx support ? the version he have is not usable yet and has tons of bugs :( hopnig to see a working implantation soon thanks Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.