finscn Posted April 29, 2014 Report Share Posted April 29, 2014 . . . The online address : http://fattyboy.cn/spriter-play/ Please use the lasted Chrome or Safari visit. It's just the first prototype , but could play the example GreyGuy very well. . . . Quote Link to comment Share on other sites More sharing options...
finscn Posted April 29, 2014 Author Report Share Posted April 29, 2014 In the next version , I will implement a powerful "export" feature: 1 export sprite PNG (like old Spriter IDE )2 export sprite-sheet PNG (like Spriter IDE b8 )3 export "packed-bones-sheet" PNG (see the attachment) , and generate the config-info.( User could customize frame count ) I'm a free version user (Sorry) , so the pro feature I can't implement. Quote Link to comment Share on other sites More sharing options...
RunnerPack Posted April 30, 2014 Report Share Posted April 30, 2014 Nice work, finscn! BTW, it works fine in Opera 12.17 (and probably the newer WebKit-based ones, too), although maybe a little slowly. Are the animations supposed to be going as fast as in Spriter itself, or have you slowed them down? If you're not already planning it, maybe an FPS counter would be a good idea. EDIT: I just tried it in Chrome, and it goes the same speed. EDIT2: I checked the files and there's no copyright or license info. Is this public-domain? Quote Link to comment Share on other sites More sharing options...
finscn Posted May 1, 2014 Author Report Share Posted May 1, 2014 Hi @ RunnerPack , Thank you My english is very pool , So I can't say many words :'( I updated it just now . I add some settings , now , you can set FPS , animation's frame count , speed scale . It's free and no any limit. You can use and modify it in any where any time. But , now it's just a prototype . When It is good enough , I think I will create a project in Github. Thank you :) Quote Link to comment Share on other sites More sharing options...
finscn Posted May 2, 2014 Author Report Share Posted May 2, 2014 Update Again . Now you can control the play progress (by time or frame) http://fattyboy.cn/spriter-play/ Quote Link to comment Share on other sites More sharing options...
RunnerPack Posted May 4, 2014 Report Share Posted May 4, 2014 Thanks for the information and updates, finscn. I'm definitely looking forward to the "good enough" version, because this prototype is already excellent! Quote Link to comment Share on other sites More sharing options...
PixelPicoSean Posted May 5, 2014 Report Share Posted May 5, 2014 Hi finscn, I read the source code of your app from inspector, sorry for not getting your permission :P My suggest to solve performance issue is using requestAnimationFrame(yourLoopingFunction) instead of setInterval() See more about it here: https://developer.mozilla.org/en-US/docs/Web/API/window.requestAnimationFrame?redirectlocale=en-US&redirectslug=DOM%2Fwindow.requestAnimationFrame Quote Link to comment Share on other sites More sharing options...
finscn Posted May 6, 2014 Author Report Share Posted May 6, 2014 @PixelPicoSean , Thanks for your suggestion. But in this case requestAnimationFrame is NOT a good choice. If use requestAnimationFrame, the FPS is not be custom by user , It will always by system FPS or (system FPS) * 1/n (n is natural number). ======================= Update again. Now Use can generate sheet animation : look screenshot: Quote Link to comment Share on other sites More sharing options...
PixelPicoSean Posted May 18, 2014 Report Share Posted May 18, 2014 To me the speed of animations counted by FPS will be much more convenient, from both Spriter side and the engine side. Making animations updated by frame has a lot of limitations such as unable to control slow motion, game looks too fast on good devices and slow like hell on poor ones. Quote Link to comment Share on other sites More sharing options...
Mike at BrashMonkey Posted May 21, 2014 Report Share Posted May 21, 2014 Hi PixelPicoSean, Unless I'm not understanding you, I think you are misunderstanding the way Spriter handles timing. Spriter's animations are played back based on actual fractions of a second..and for this very reason, animations have the exact same timing/duration no matter what device and target FPS the animations are played back with...there would just be less interpolated frames displayed during the playback. Every animation system that tweens, whether it lets people animate based on an arbitrary FPS does NOT play back based on FPS, it plays based on fractions of a second, unless it is NOT tweening. That said, Spriter b8 (the latest build release) offers features for those used to animating based on a given FPS to be able to set up their timeline in a manner that will be more comfortable for them. I'll make a video and manual entry for that as soon as I can, but that's likely at least a few days from now. Did I misunderstand your point? cheers, Mike at BrashMonkey Quote Link to comment Share on other sites More sharing options...
llafuente Posted May 22, 2014 Report Share Posted May 22, 2014 Hi finscn! You again :P You should use requestAnimationFrame, as Brash said. FPS is a convenient way to develop, but when animation are played that doesn't mater anymore, you should do extra math to interpolate. easy example: 10 fps means -> 100ms per frame. What would you do at 150ms? you interpolate frame 1 and frame 2 by half. I have a demo of doing matrix interpolation in canvas with js-2dmath http://htmlpreview.github.io/?https://github.com/llafuente/js-2dmath/blob/master/test/matrix23.html Very simple example, use Linear interpolation. That said. I didn't see this project in your github, if you make a repo I will help you (but you must use js-2dmath) Quote Link to comment Share on other sites More sharing options...
PixelPicoSean Posted May 22, 2014 Report Share Posted May 22, 2014 Hi BrashAdmin, I do understand the way Spriter works, sorry for not checking my post :P Actually the speed of animations counted by FPS does not mean anything to me, in my folk of spriter-impacthttps://github.com/pixelpicosean/Spriter-Impact animation speed is count by seconds. There's an awesome official Construct2 plugin for Spriter, so I've been wandering will you release another pure js implementation framework? Regards, Sean Quote Link to comment Share on other sites More sharing options...
lucid Posted May 23, 2014 Report Share Posted May 23, 2014 Possibly, if someone else doesn't do it before us. We are currently working on absolutely complete and thorough documentation to make creating implementations superfast and simple. This is the next step toward getting implementations on everything as quickly as possible. Quote Link to comment Share on other sites More sharing options...
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