loodakrawa Posted April 10, 2017 Author Report Share Posted April 10, 2017 2 hours ago, sadqwe0 said: I understand that, but let's say I want to swap the head sprite out with the foot sprite. How do I reference the Animator's sprites to tell it which ones to swap? Ah, that makes more sense It depends on your architecture but I'd say you should do that when you load the sprites. In the example, all the sprites are loaded using an instance of SpriterContentLoader which gives you a lot of caching and sensible defaults out of the box. However, in a real game you probably want custom loading, especially if you want to control individual sprites. If you want to use that and just get a sprite, you can get it from the IAssetProvider's Get method with the given folder and file id. Hope this helps Quote Link to comment Share on other sites More sharing options...
sadqwe0 Posted April 10, 2017 Report Share Posted April 10, 2017 Thanks! That got it. Quote Link to comment Share on other sites More sharing options...
Ethealoner Posted May 31, 2017 Report Share Posted May 31, 2017 Hi, I'm trying to make a simple game, using monogame and Spriter, and since this is my first game I don't have a lot of experience. I have a problem , which I think is easy to resolve, yet I'm unable to find the answer. I'm trying to write a simple collision detection, and I don't know how to get a rectangle from entity. I've read that Collision rectangles are controlled in Animator, but I don't really know what to do with it. I know that this is probably quite easy, but I would really appreciate some help. Quote Link to comment Share on other sites More sharing options...
loodakrawa Posted June 1, 2017 Author Report Share Posted June 1, 2017 7 hours ago, Ethealoner said: Hi, I'm trying to make a simple game, using monogame and Spriter, and since this is my first game I don't have a lot of experience. I have a problem , which I think is easy to resolve, yet I'm unable to find the answer. I'm trying to write a simple collision detection, and I don't know how to get a rectangle from entity. I've read that Collision rectangles are controlled in Animator, but I don't really know what to do with it. I know that this is probably quite easy, but I would really appreciate some help. Hi, ATM it's not really trivial to get that information out with the current version. This is something that has been requested a couple of times but I've been unable to find the time to implement. However, I have some time these days so I opened a ticket about this which I hope to implement in the next couple of days. Stay tuned! Quote Link to comment Share on other sites More sharing options...
loodakrawa Posted June 1, 2017 Author Report Share Posted June 1, 2017 10 hours ago, Ethealoner said: My Geometry-Fu was strong today so I've pretty much done it. It's in a branch for now but I'm pretty positive I'll merge id in the main branch soon. I assume you want something like this. I had to come up with a new data structure since the MonoGame Rectangle is axis-aligned but hopefully this should be fine to use. Quote Link to comment Share on other sites More sharing options...
Ethealoner Posted June 1, 2017 Report Share Posted June 1, 2017 5 hours ago, loodakrawa said: My Geometry-Fu was strong today so I've pretty much done it. It's in a branch for now but I'm pretty positive I'll merge id in the main branch soon. I assume you want something like this. I had to come up with a new data structure since the MonoGame Rectangle is axis-aligned but hopefully this should be fine to use. I can't test this right now, but from what I've seen at github, that's exactly what I was looking for. Thank you very much, you are amazing ! Quote Link to comment Share on other sites More sharing options...
SirKnightly Posted July 7, 2017 Report Share Posted July 7, 2017 Hi Looda! First off, thank you so much for the plugin! I was wondering if you'd have any ideas on how to fix an issue I'm having. My animations work just fine in unity until I enable animation blending. When I do, parts of my characters will disappear and reappear, as seen in the gif below (the other picture shows the error messages I get). I made sure that the bone hierarchy and z-order is consistent throughout all the animations. I've also created and tested other animations to confirm that smoothing does indeed work without the disappearing act; I think it's just a problem with something I did in the files at one point. I've tried to change things I thought could be causing the issue, such as stretching sprites without bones, but nothing helps and I'm facing redoing all the animations I've made up to this point. That's fine, but moving forward without knowing what I did wrong makes me uneasy about repeating my mistakes. Have you heard about this problem from others? Quote Link to comment Share on other sites More sharing options...
alex2020 Posted July 8, 2017 Report Share Posted July 8, 2017 Hi Looda, thanks for the nice monogame implementation. is there a easy way to get action point information? i use this as helper method: public Vector2 GetPointPosition(string pointName) { if (hasPoint(pointName)) { return new Vector2( animator.FrameData.PointData[pointName].X, animator.FrameData.PointData[pointName].Y); } return Vector2.Zero; } private bool hasPoint(string pointName) { return animator.FrameData.PointData.ContainsKey(pointName); } but this gives me only the original spriter point without scaling, flipping or rotation from the base animation. So my question is: Is there a way to get the transformed action point or a helper to do this for me? Background: Im making a mono game with mouse aim (run and gun style). So i m having a player animator with feet, body and head. And a 2. animator with the arms and gun animation. i rotate the arms animation to point toward the mouse. animationArms.Rotation = rotation; But the action point at the gun for spawning bullets is not rotated. regards alex Quote Link to comment Share on other sites More sharing options...
loodakrawa Posted July 10, 2017 Author Report Share Posted July 10, 2017 On 08/07/2017 at 3:20 AM, SirKnightly said: Hi. This seems like a division by zero issue. Check the PPU on your SpriterDotNetBehaviour and on your Sprites - it shouldn't be 0 Quote Link to comment Share on other sites More sharing options...
loodakrawa Posted July 10, 2017 Author Report Share Posted July 10, 2017 On 09/07/2017 at 1:22 AM, alex2020 said: Hi Alex, I'm glad to hear you're using MonoGame You can get the point position with this helper method. And this is an example how it's being used - it's just rendering it but it should point you in the right direction. Let me know if you have any issues. Quote Link to comment Share on other sites More sharing options...
mr_tawan Posted July 15, 2017 Report Share Posted July 15, 2017 Hi Loodakrawa. May I ask, do you have an ETA for the next release? If possible I'd like to shy away from doing my own builds. I don't mean to rush you or anything Thank you. Quote Link to comment Share on other sites More sharing options...
loodakrawa Posted July 16, 2017 Author Report Share Posted July 16, 2017 On 15/07/2017 at 10:20 PM, mr_tawan said: Hi Loodakrawa. May I ask, do you have an ETA for the next release? If possible I'd like to shy away from doing my own builds. I don't mean to rush you or anything Thank you. Hi, I'll do the MonoGame version soon (next couple of days) - I converted things to .NET Standard so I'm figuring out how best to package everything. As for Unity, I put it on hold until .NET Stadard 2.0 comes out and Unity starts supporting it. Quote Link to comment Share on other sites More sharing options...
mr_tawan Posted July 17, 2017 Report Share Posted July 17, 2017 Thank you for the heads-up. I'm on the MonoGame, so I think I'm going a bit more. Quote Link to comment Share on other sites More sharing options...
alex2020 Posted July 26, 2017 Report Share Posted July 26, 2017 My MonoGameAnimator does not have a public Method GetPosition as shown in your link. I am using the nuget Package 1.6.0 Am i missing something? Quote Link to comment Share on other sites More sharing options...
loodakrawa Posted July 27, 2017 Author Report Share Posted July 27, 2017 2 hours ago, alex2020 said: My MonoGameAnimator does not have a public Method GetPosition as shown in your link. I am using the nuget Package 1.6.0 Am i missing something? Yes you are That method was added after that release. However, I just did the 1.6.1 release yesterday which includes that method. FYI, for this release I moved everything to .NET Standard libraries and did proper packaging.https://www.nuget.org/packages/SpriterDotNet/https://www.nuget.org/packages/SpriterDotNet.MonoGame/ I also added the content importer as a package. Hopefully that helps with the Content Pipeline weirdness.https://www.nuget.org/packages/SpriterDotNet.MonoGame.Importer/ Please let me know if there are any issues with these packages. Cheers Quote Link to comment Share on other sites More sharing options...
alex2020 Posted August 2, 2017 Report Share Posted August 2, 2017 I´m currently using Portable Class Libraries for my shared code in monogame. If i update your package in nuget to 1.6.1 it tries to install around 30 .net packages and fails. Would you recommend to create a new shared project in .Net Standard and copy my old shared code over? Quote Link to comment Share on other sites More sharing options...
loodakrawa Posted August 2, 2017 Author Report Share Posted August 2, 2017 7 hours ago, alex2020 said: I´m currently using Portable Class Libraries for my shared code in monogame. If i update your package in nuget to 1.6.1 it tries to install around 30 .net packages and fails. Would you recommend to create a new shared project in .Net Standard and copy my old shared code over? PCLs are a pain Yes, I recommend .NET Standard because everything is moving in that direction, especially with .NET Standard 2.0 coming out soon. More and more libraries are getting converted to .NET Standard and even Unity3D promised to add support for it which tells you something (since they've been stuck on .NET 3.5 since forever). Also, from my experience, .NET Standard libraries have no major issues accepting PCL NuGet dependencies in contrast to the other way around. Keep in mind that you'll probably need to add "Microsoft.NETCore.Portable.Compatibility" as a dependency if you're adding PCLs to a .NET standard, at least I had to do it do add MonoGame Portable as a dependency. Quote Link to comment Share on other sites More sharing options...
Fletcher Studios Posted August 14, 2017 Report Share Posted August 14, 2017 Any idea why I get this error: NullReferenceException: Object reference not set to an instance of an object SpriterDotNetUnity.UnityAnimator..ctor (SpriterDotNet.SpriterEntity entity, SpriterDotNetUnity.ChildData childData, UnityEngine.AudioSource audioSource) (at Assets/SpriterDotNet/UnityAnimator.cs:35) SpriterDotNetUnity.SpriterDotNetBehaviour.Start () (at Assets/SpriterDotNet/SpriterDotNetBehaviour.cs:58) thanks! Quote Link to comment Share on other sites More sharing options...
loodakrawa Posted August 15, 2017 Author Report Share Posted August 15, 2017 13 hours ago, Fletcher Studios said: Any idea why I get this error: NullReferenceException: Object reference not set to an instance of an object SpriterDotNetUnity.UnityAnimator..ctor (SpriterDotNet.SpriterEntity entity, SpriterDotNetUnity.ChildData childData, UnityEngine.AudioSource audioSource) (at Assets/SpriterDotNet/UnityAnimator.cs:35) SpriterDotNetUnity.SpriterDotNetBehaviour.Start () (at Assets/SpriterDotNet/SpriterDotNetBehaviour.cs:58) thanks! I assume it's just Unity being dumb as it occasionally happens. I recommend just deleting the currently imported animation and re-importing it again. If it still happens, I'll need more info - like what's null and what happened during the import of that particular thing. Hope this helps Quote Link to comment Share on other sites More sharing options...
Andrey Posted August 15, 2017 Report Share Posted August 15, 2017 Hi Loodakrawa. There is a neat feature in unity's animation system called Avatar Masks. As far as I understand, these Avatar Masks allow you to disable certain bones during animation blending, which is really helpful if you, for example, need to use different animation clips for separate body parts (i.e. "swing a sword" while legs are "running", without creating additional animation clips for that specific case). So my question is: Is it possible ATM to achieve similar functionality wtih your plugin? Thanks in advance. Quote Link to comment Share on other sites More sharing options...
mr_tawan Posted August 16, 2017 Report Share Posted August 16, 2017 Just upgraded the version today and MonoGame just stopped working. Looks like MG does not support .Net Core/.Net Standard quite yet. There's no error or exception though. Quote Link to comment Share on other sites More sharing options...
loodakrawa Posted August 16, 2017 Author Report Share Posted August 16, 2017 On 8/16/2017 at 1:00 AM, Andrey said: Hi Loodakrawa. There is a neat feature in unity's animation system called Avatar Masks. As far as I understand, these Avatar Masks allow you to disable certain bones during animation blending, which is really helpful if you, for example, need to use different animation clips for separate body parts (i.e. "swing a sword" while legs are "running", without creating additional animation clips for that specific case). So my question is: Is it possible ATM to achieve similar functionality wtih your plugin? Thanks in advance. Hey, at the moment this is not supported out of the box. I think you might be able to emulate this behaviour with Spriter's sub-entities. In the future, I plan to add a bunch of more advanced features but I'm quite time constrained so I'm not sure when that's going to happen. Quote Link to comment Share on other sites More sharing options...
loodakrawa Posted August 16, 2017 Author Report Share Posted August 16, 2017 8 hours ago, mr_tawan said: Just upgraded the version today and MonoGame just stopped working. Looks like MG does not support .Net Core/.Net Standard quite yet. There's no error or exception though. What exactly is happening? No errors or exceptions seems very strange. It shouldn't have anything to to with MG itself but your runtime environment. That being said, I plan to update everything to .NET Standard 2.0 (which is supposed to be awesome) any day now. Quote Link to comment Share on other sites More sharing options...
mr_tawan Posted August 18, 2017 Report Share Posted August 18, 2017 On 8/17/2017 at 6:20 AM, loodakrawa said: What exactly is happening? No errors or exceptions seems very strange. It shouldn't have anything to to with MG itself but your runtime environment. That being said, I plan to update everything to .NET Standard 2.0 (which is supposed to be awesome) any day now. You're right. My setup seems to be messed up. It used to work until I upgraded Spriter.Net. I've added the MonoGame.Framework.WindowsDX to the Nuget and it works again. I guess that's what missing. Quote Link to comment Share on other sites More sharing options...
alex2020 Posted August 28, 2017 Report Share Posted August 28, 2017 I created a new library in dot net standard 2 and copied my code over. The code is working (no Errors) and spriter.net 1.6.1 is includet via nuget. My Android and windows game projecty include the lib and complain that monogame is not compatible with dot net Standard 2.0. (or 1.0) How is your project Setup for such a case? Quote Link to comment Share on other sites More sharing options...
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