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Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation
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on: 2013-01-26 06:46:42
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You can set the key for animating the slot color if you select the slot and click the key button in the properties pane below the tree. To move around the camera, just hold down right mouse button and drag the mouse. We haven't had a chance to do too much Multi-monitor testing, but it is something we will look into.
Glad you like it, we wanted to allow people to support it on Kickstarter and be able to download the full version instantly from our website with a discount, unfortunately this was not possible since we don't get the emails of backers before the Kickstarter ends. You can however already buy the full version on our site, just keep in mind that runtimes aren't completely done yet.
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Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation
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on: 2013-01-21 18:38:36
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A small comment: A bit confusing that the "Contact" and "Forum" header links switch places when you click on "Forum".
Nate is a horrible person who changed the wordpress site, but didn't change the phpBB forum. For each switch between the two a kitten died. Nate think of the kittens! But thanks a lot  We sure hope it will be successful. Either way, we will be using it ourselves for sure.
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Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation
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on: 2013-01-17 12:59:54
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Do you know when the first release of the application will be? So we can export and import to libGDX? Will it be after kickstarter or during it? (I've just checked and fortunately though in my country we can't post Kickstarter projects, we can pledge, so I'll definitely back you up guys.  ) It will be during the kickstarter. Thanks for the support! 
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Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation
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on: 2013-01-17 04:20:10
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Do you have any ideas of pricing for this yet? and some time frame for a release date? btw this really looks awesome!
We have the price worked out, but I'll refrain from writing it in here, due to the fact that the kickstarter will have a few options. Currently I'm working on the last bits on the kickstarter video. That means, within one of the next couple of days, we're aiming for a friday release, but as always with these things, unexpected things can happen, so it's not set in stone. Oh and thanks 
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Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation
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on: 2013-01-12 13:25:33
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I just started using Spine a couple days ago and I'm already VERY impressed, the UI looks very nice and it has the best bone implementation I've seen in any tool so far. How's progress coming along on kickstarter? Really looking forward to being able to export my animations and I would pay for spine right now if I had the option to.
Keep up the AMAZING work!
Thank you very much for the kind words, this mean a lot. We're currently putting final touches on things to be able to launch the kickstarter, I've been working on the example projects and the video for it, for the last couple of days. If everything goes as planned, it will be sometime during the coming week, hopefully in the middle of the week, Wednesday or Thursday *fingers crossed* Shitsputankies it works. Woot!
Have you decided on a price range yet? I would love to buy this if it is not too hard to integrate into my current frame work but I am a baller with a budget right now so...
Great to hear. We have decided on a price range yes  Details on that will be up soon!
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Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation
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on: 2013-01-09 18:57:41
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Is there a way to convert old project (from Spine 0.81beta) so it works in new Spine? I thought it would be XML file, so it would be posibble to convert it, but it seems to be binary (but maybe it's just an archived XML?).
Afraid not, the file format changed due to skin attachments being added, was not possible to keep the old format.
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Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation
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on: 2013-01-09 04:38:43
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Drakkheim this is something Nate and I have talked about earlier and we will probably eventually make a specific node for it in the tree where you can place your background images. For now you can do the following though, place the images needed on a bone you aren't animating linked to the root. It's not optimal we know, but it will be improved later on.
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Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation
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on: 2013-01-09 03:18:13
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Just curious, but why do you use Swing and the EDT at all when you have the user interface library in libgdx? I just tried your latest version and I couldn't see any AWT/swing, not even in a filechooser.
We're using swing so we can make our own titlebar and make it sexier looking. Also a coupe of other benefits with that, but that's basically it, at least from my understanding, I'm just the artist slave, not the programmer.
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Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation
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on: 2013-01-04 06:30:39
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Dedara what exactly is the point of your posts? Now if you're complaining that we are charging for software largely built on OSS you are forgetting a couple of things. First of all spine would never have become public, we would have kept it to ourselves simply due to the fact that it would have been unpolished and pretty much impossible for others to use. By making the choice of charging for it, we have forced ourselves to polish everything, and by that needing to put far more work into it. Secondly, Nate is in fact one of the main contributors on libgdx together with Mario, hell even I have contributed things to libgdx, however limited, I am by no means an author though. I'm the guy behind most things artsy in spine, and many design decisions, if we had gone our original way, things would have been very different, and just to be able to use the runtimes you would have needed softimage to export the data from and trust me when I say it would have been far more expensive than spine will be. If you still don't approve of this, then by all means feel free not buy it and use something else, but please do not derail this thread with unfounded bile.
Reading your posts again, I realize that you're probably trolling, I simply do not believe that you can be that naive, to expect everything to be free, in your eyes all games released using libgdx should be free as well?
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Game Development / Newbie & Debugging Questions / Re: Rectangle Objects
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on: 2012-12-21 21:26:33
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Personally I'd go with the center method, but that's because I've worked with 3D for many years. Also, from experience I know that exporting stuff from softimage where I am using a script to write out animation, can be a pain in the ass if you aren't working with transforms, where the center is the origin.
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Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation
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on: 2012-12-09 23:29:55
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Not sure if this was mentioned, but would it eventually be possible to "blend" between animations? Yes this is something we want to add later, it should be pretty simple to do at runtime in your game given the data you get, but we want to add an animation mixer for creating this later on.
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Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation
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on: 2012-12-09 21:40:31
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Btw, do you have an ETA for Spine? Is it more likely to be January instead of April for instance? A little hesitant to give you an exact date, but it will definitely be in January, maybe even a version with export in December. Regarding your position issue, that sounds very strange, I'll see if I can reproduce. However click the zoom icon in the lower left corner of the viewport twice, to set the camera back to 0.0 
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Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation
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on: 2012-12-03 23:59:14
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Thanks for the info, seems pretty easy to use.
I noticed a thing while playing around; if I switch desktop while Spine is open and then back to the desktop with Spine it is not possible to run animations anymore. It is on Ubuntu 64 bits. I guess this shouldn't be a top priority, but now you guys know! This happens whether an animation is already running or not.
I've just tested this, and I believe it has to do with the way lwjgl handles key input, if you use the switcher and not the shortcut keys for it, it doesn't cause any problems, ctrl seems to get stuck, so hit ctrl again after switching if you use shortcut keys to make it resume playback.
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Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation
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on: 2012-12-03 15:30:34
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Hello. I've tested Spine on Windows and just recently on my Mac mini (OSX 10.8.1) and it works perfectly fine. It loads pretty fast and also works smoothly. By the way, switching between Setup and Animate was not intuitive, I had to watch the videos. But it's not a big deal. I think Spine is an excellent tool, and I will buy it if our artists think it might contribute to their work.
Thank you very much Nagi, we are making a couple of small changes to highlight that you can actually press the SETUP/ANIMATE and spine logo buttons  Hope your artists like working with it.
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Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation
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on: 2012-12-01 00:35:57
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Got my character in and walking in about an hour, rock steady, smooth as butter, Intuitive keyframing. Some of the UI buttons could be a bit more intuitive tho.
Cool, really looking forward to seeing what other people will create with spine. If you can tell us what it is you don't find intuitive, we will definitely look into what options we have to improve it.
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Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation
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on: 2012-11-27 19:28:08
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I just had a go with it and everything is of very high quality. It runs very nicely on a Mac so no problems there.
I sent the link to my colleagues and there are quite a few artists amongst them and I am curious of their feed-back.
Thank you very much for your support  We are indeed in the polish phase, so we will get all the tooltips in before 1.0 nice tool,
everything is running as indented I guess, on my machine, but I get this exception in the console: Error setting image directory. net.contentobjects.jnotify.linux.JNotifyException_linux: Error watching examples/spineboy/images : Bad file descriptor at net.contentobjects.jnotify.linux.JNotify_linux.addWatch(JNotify_linux.java:109) at net.contentobjects.jnotify.linux.JNotifyAdapterLinux.createWatch(JNotifyAdapterLinux.java:123) at net.contentobjects.jnotify.linux.JNotifyAdapterLinux.addWatch(JNotifyAdapterLinux.java:104) at net.contentobjects.jnotify.JNotify.addWatch(JNotify.java:86) at com.esotericsoftware.skeleton2d.editor.ImageMonitor.updateWatch(ImageMonitor.java:125) at com.esotericsoftware.skeleton2d.editor.Editor.create(Editor.java:231)
You are not the only one on linux getting that error, and I believe Nate knows what is causing it and is fixing it. A new version to download will be up soon, a few bugs have already been fixed in it.
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Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation
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on: 2012-11-27 16:07:16
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Custom bone graphics is a good idea, but I can't promise that it will be added quickly, it's not something Nate and I have discussed, we have some more important things to implement first. What kind of bones were you thinking of, graphics wise?
Oh, eh... As I understood you currently can only bind png, jpg, etc. images to bones, right? (Seeing all those .png's in the example project folder) It would be cool if you could enable the user to load vector graphics, for example the svg file format. Svg's are quite powerful, and fit such tasks, where the characters are pretty big and very deltailed, very good. Oh, completely misunderstood you then. I really can't say if SVG import will be possible, but Nate is following this thread and I'm sure he can chip in some information on the subject 
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Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation
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on: 2012-11-27 16:00:06
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Libgdx. I just started on it a few months ago (moving from a lot of intricate Java2D work in the past years), but we're a small group of very committed individuals, creating games primarily for smartphones, although we also have been developing a desktop game for a long time now.
Ok, libGDX will be the framework we create import classes for first We're not planning on bloating spine, we have more features we want to add, but we want to keep it manageable and easy to use. As for physics in libGDX, I believe good physics engines are a huge undertaking, so I wouldn't expect that to happen any time soon, what could maybe be done, is an easier way to integrate box2D in the framework, but that's beyond me  Even though animating body parts with bones is actually a really, really hard task, this program makes it really easy.
Glad to hear you are finding it easy to use  We plan to have presets for the graph editor, where you will be able to create your own and load them, so it's coming. Mathematical input sure is an interesting idea, but if it ever makes it in, I can't say. Custom bone graphics is a good idea, but I can't promise that it will be added quickly, it's not something Nate and I have discussed, we have some more important things to implement first. What kind of bones were you thinking of, graphics wise?
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or publish it in Showcase.
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