lucid Posted May 11, 2015 Report Posted May 11, 2015 (update 10/18/2015) The first official reference implementation is ready for testing. More information here. JohnnyType, Arrgincey, codesaru and 4 others 7 Quote
AniMittra Posted May 12, 2015 Report Posted May 12, 2015 This is the type of update I've been waiting months for! Thanks for finally putting us in the loop haha. Looking forward to the weekly updates. lucid 1 Quote
Dengar Posted May 13, 2015 Report Posted May 13, 2015 So wait, pardon me for being out of the loop. Exactly what is the goal of this? What can the user do? Quote
Mike at BrashMonkey Posted May 16, 2015 Report Posted May 16, 2015 It will be a much more complete and flexible implementation which should be much easier to reference from – or even directly port from – to create a Spriter implementation for any particular language or authoring system. Basically, it's a much-improved, more flexible, and more thorough implementation, that will include all playback and user-interaction features and will be actually functional and tested to work, as opposed to the current documentation which is pseudo-code, incomplete, etc. Cheers,Mike Quote
esDotDev Posted May 19, 2015 Report Posted May 19, 2015 Not sure how much use this will have for the current Spriter2Unity plugin, as what we do now is to churn through the SCML and turn it into a Unity Anim, once they are created they are subject to all limitations and features of standard Unity animations. This would be a much more flexible runtime for SCML files. It's cool, but an entirely different direction than the current plugin. Hopefully someone will step up to the plate to create one. Quote
PixelPicoSean Posted May 19, 2015 Report Posted May 19, 2015 I thought a new update post is out but not yet. PLEASE keep posting updates here even there are no much progress, so that we'll know you DID work on it. Quote
lucid Posted May 19, 2015 Author Report Posted May 19, 2015 I thought a new update post is out but not yet. PLEASE keep posting updates here even there are no much progress, so that we'll know you DID work on it.The latest update was the day before yesterday. I edited the original post. I will reply as well next time so that it will show there's a new post when I post this weekend's update. Quote
PixelPicoSean Posted May 20, 2015 Report Posted May 20, 2015 The latest update was the day before yesterday. I edited the original post. I will reply as well next time so that it will show there's a new post when I post this weekend's update. Sorry I did not notice the post is updated, my bad :P Quote
K1978 Posted May 22, 2015 Report Posted May 22, 2015 Great! :-P This is what's needed for all your users who use things like Haxe + OpenFL. and other platforms without official plugins/libs. Will it be a viable approach to port part of this reference implementation to say that platform? Or is the design made in such a way that it's hard to do. Also, will you sprinkle the reference implementation generously with comments and add some overview documentation as well? That would be nice. Quote
Dengar Posted May 23, 2015 Report Posted May 23, 2015 Will the documentation remain? I mean some things like Unity just need to interpret the .scml file directly after all. Quote
lucid Posted May 23, 2015 Author Report Posted May 23, 2015 Great! :-P This is what's needed for all your users who use things like Haxe + OpenFL. and other platforms without official plugins/libs. Will it be a viable approach to port part of this reference implementation to say that platform? Or is the design made in such a way that it's hard to do. Also, will you sprinkle the reference implementation generously with comments and add some overview documentation as well? That would be nice. Will the documentation remain? I mean some things like Unity just need to interpret the .scml file directly after all.Yes, it will be well commented code that will serve as the meat of the documentation. The idea is that you should be able to do a copy/paste/edit port to any languages you need (including proprietary scripting languages. I do also plan to have separate overview documentation to tie it all together.For things like Unity that require documentation for some things like loading but not for the skeletal aspects, the loading/saving portions of code as well as the overview documentation should provide guidance whenever there's a feature that doesn't translate directly to a built in Unity feature, and also to ensure that any particular platform allows you to perform all of the expected actions as the reference implementation. LukeLanFaust 1 Quote
lucid Posted May 24, 2015 Author Report Posted May 24, 2015 original post edited with 5/24 update LukeLanFaust 1 Quote
lucid Posted June 1, 2015 Author Report Posted June 1, 2015 original post edited with 5/31 update LukeLanFaust 1 Quote
lucid Posted June 7, 2015 Author Report Posted June 7, 2015 Original Post edited with 6/7 update Quote
lucid Posted June 21, 2015 Author Report Posted June 21, 2015 original post edited with 6/21 update Quote
boulangerseb Posted June 25, 2015 Report Posted June 25, 2015 Thank you for this update ! Really ! :cool: Very good news here ! Quote
lucid Posted June 29, 2015 Author Report Posted June 29, 2015 original post edited with 6/28 udpate LukeLanFaust 1 Quote
lucid Posted July 6, 2015 Author Report Posted July 6, 2015 original post edited with 7/5 udpate Quote
lucid Posted July 13, 2015 Author Report Posted July 13, 2015 original post edited with 7/12 update RunnerPack 1 Quote
lucid Posted July 16, 2015 Author Report Posted July 16, 2015 Hello everyone. Nothing too exciting yet, but here's a basic animation running in the test bed: https://youtu.be/v3JNlNzGgKQ LukeLanFaust 1 Quote
LukeLanFaust Posted July 16, 2015 Report Posted July 16, 2015 Hello everyone. Nothing too exciting yet, but here's a basic animation running in the test bed: https://youtu.be/v3JNlNzGgKQ The video might not seem like much at first, but I think everyone here can agree there's a ton of effort and heavily-formatted code behind this animation. (and formatting, readability, functionality, documentation...) Awesome work so far! lucid 1 Quote
lucid Posted July 17, 2015 Author Report Posted July 17, 2015 Hello everyone. Sorry for the short notice, but I will be leaving town on some urgent family business (everyone is fine) for a week and a half starting this Sunday. I will be working until Sunday, but it will mostly be some cleanup work under the hood, so I will likely not have another status update until August 2nd. Thank you for your patience and understanding. Quote
wighawag Posted July 22, 2015 Report Posted July 22, 2015 Does the new interface will still allow to use currentTime (as oposed to a delta based api) ? I hope so as it allow to render the animation in a stateless manner (immediate mode) Thanks Quote
lucid Posted August 2, 2015 Author Report Posted August 2, 2015 original post edited with 8/2 update Does the new interface will still allow to use currentTime (as oposed to a delta based api)You will be able to do it either way. Quote
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