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1  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-01-15 16:46:54
Goblins!   Very lovely!
2  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-01-10 20:00:36
as far as I understand it,  the basic exported file for libgdx will be JSON.
The protected part is the Export process that goes from the internal project file to the exported animation file.
Once you buy a license that lets you export, you can look at the exported file and see if you can make a player for your engine.



3  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-01-09 03:18:47
Is it too early for feature requests?
 Grin

Specifically import and position a background image / or place static props for an animation. (doesn't need to be exported just animated against)

For example:
I have these goblins
And Ideally they'd be able to climb/scramble up the one block height difference by playing a climb animation instead of the usual 'magic jump' that you see in side scrollers.

However unless I can see the edge that it's climbing up to it makes really hard to position the hands and keep things from floating and figure out the final offset.
Same thing goes with getting on and off a ladder and lots of other non walk cycle things.

Just a thought Smiley
4  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2012-12-31 16:47:13
That makes me happy. 

I'm beginning to think that that'll be downfall of Spriter.. :-/ There's been several attempts at getting their format working in java, but people disappear, don't have time, only implement what they need, use different libraries etc.
5  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2012-12-03 19:49:33
So assuming I'm already working on a game in LibGDX (which would be a good assumption because it's true) do you have any tips on what would make integration with Spine driven characters as painless as possible?  Do I want to go back and use Scene2d as a base?  Any suggestions/best practices that I can put in my codebase to make things easier to integrate once you guys start selling exporters?
6  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2012-12-01 00:50:30
Well I've since watched the 5 minute video and things make a lot more sense now.

Couple little things:
-  When in setup - pose mode and dragging an image onto the selected bone in the hiarchy tree it works but the display does not update to reflect it (and since you cant drag images onto the stage in pose mode anyway maybe you should just disable dragging on images in pose mode)  In fact, dragging images into the scene in pose mode is the only crash I've found.
-  When Adding bones on top of an image attached to another bone er.. well you cant.. it selects the image instead of starting the bone.
-  If you add a bone directly on top of another bone (ie to make 2 identical leg chains) the bones dont parent properly.
-  I keep pressing A wanting to add another bone (old habits).. is there a shortcut for that? or anything else with shortcuts should be listed on the tooltips.
-  Adjusting the draw order allows you to select multiple images, but when you drag em only one of them gets moved.
-  Also in the Draw order. I have a slot called Bone4.. It would be cool to have the contained images highlight in the skeleton above or on the stage so I can see where that is.   

Here's a screenshot of my goblin swingin his pick, :-)
He's a bit blurry because the actual character is only ~ 100px tall



7  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2012-11-30 13:59:14
This is a really lovely little animation toolkit!  Can't wait to throw some money at it when a libGDX exporter becomes available.  Price of a new game seems fair. $50-$60 range -(alpha release discount?)

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.
8  Game Development / Networking & Multiplayer / Re: [KryoNet] - Incorrect Number of Bytes on: 2012-01-18 23:24:28
Ran into this issue today.

Solution:
you must register the classes on the Client and Server IN EXACTLY the same order.

9  Game Development / Newbie & Debugging Questions / Re: Applet to javascript woes.. on: 2011-04-07 14:26:58
Thank you so much!

The one little thing I'd missed was that appletloader.getApplet(); is called in the javascript... which totally makes sense in hindsight. Smiley 
My brain had skipped the point apparently.

And thank you so much for custom AppletGameContainer mockup.

10  Game Development / Newbie & Debugging Questions / Re: Applet to javascript woes.. on: 2011-04-07 02:26:05
Woo!
1. Slick Applet calling Javascript functions [Done!]

Thanks for the excellent help guys. 
After reading up a bit on how threading basically works  I was able to start a new thread and in the run() get the Applet and run the jso.call  and it worked like a champ!!!

For posterity http://www.realapplets.com/tutorial/ThreadExample.html is the example that I used to show me how to get the new thread working.

2. .. But going the other direction..

I've found this thread:  http://lwjgl.org/forum/index.php?topic=3266.0 that basically says
Quote
AppletLoader.getApplet() method, can't you use that to get your main class and call methods from it?

...which... i Almost understand... but I don't get how to implement that... Anyone able to clarify a bit?

Thanks ever so much.

11  Game Development / Newbie & Debugging Questions / Re: Applet to javascript woes.. on: 2011-04-06 22:04:28
Unfortunately that won't compile. 
The method getWindow(Applet) in the type JSObject is not applicable for the arguments (GameBoard)

If I understand the way things work (and I may be horribly horribly wrong) is that
When you call the slick.AppletGameContainer from the Applet tag it wraps itself around the standalone game class (StateBasedGame in this case) and runs the main function. 
The StateBasedGame then makes the canvas and graphics and then passes them to the individual game states...(GameBoard in this case)  which is where I'm trying to run the call.

exactly how any of that works .. well.. is kinda fuzzy to me.  Undecided
12  Game Development / Newbie & Debugging Questions / Re: Applet to javascript woes.. on: 2011-04-06 21:55:40
The applet code I'm running is virtually identical to the one on the Slick Wiki tutorial
here: http://slick.cokeandcode.com/wiki/doku.php?id=03_-_setting_up_the_web-page
With the exception of having added MAYSCRIPT to the applet tag  using my class in the <game> parameter.
13  Game Development / Newbie & Debugging Questions / Re: Applet to javascript woes.. on: 2011-04-06 21:51:54
Yeah that worked.
I made that JS the al_main parameter and got a nice little javascript alert.

:-/ so that appears to be working.
14  Game Development / Newbie & Debugging Questions / Re: Applet to javascript woes.. on: 2011-04-06 21:30:26
I tossed in a counter so it would try the call out to javascript on the 1,000th update..  which lets me play around in the game and have the applet working a bit to make sure it's finished loading it's images etc.. but no luck it still seizes up Sad
I was able to add a bunch of Log messages in there and its definatly the:
 jso.call("Update", new String[] {"Hello from Applet"});
line that's causing the hang.
I tried
JSObject response = (JSObject) jso.eval("Update('hullo');");
and in gives the same response.


15  Game Development / Newbie & Debugging Questions / Applet to javascript woes.. on: 2011-04-06 20:56:38
So I'm working on making a game using Slick as an applet, but seem to have gotten myself stumped. :-/

I've got the basic applet up and running in a webpage  however when it comes to having the applet call a Javascript function and vice versa, all I can manage to do is to hang the java plugin and lock up the browser.   Eventually (in Chrome at least) the browser detects that the Java plugin is not responding and asks me if I want to kill it.  I do so and then the webpage runs the function.

I'm using a statebased game and in my main gamestate  GameBoard's init I do this:
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public void init(GameContainer gc, StateBasedGame sbg) 
         throws SlickException {
      Log.info("Init Board");
      if (gc instanceof AppletGameContainer.Container) {
         Applet applet = ((AppletGameContainer.Container) gc).getApplet();
         jso = JSObject.getWindow(applet);
         if(jso != null )
            try {
               jso.call("Update", new String[] {"Hello from Applet"});
            }
            catch (Exception ex) {
                ex.printStackTrace();
            }
         Log.info("APPLET");
         Log.info(applet.getParameter("name"));
         //applet.getParameterInfo()
     }
... ... more init junk ....


The culprit is the jso.call line..
I've tried it in the Update portion of the class,  Signing Jars, making sure the Applet Tag has the MAYSCRIPT in it..

At this point I've read every piece of documentation I can find and am pretty much at my wits end.   Any suggestions would be more than welcome.
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