Magnesus

  • 11 дек 2023
  • Регистрация: 24 янв 2013

    Didn't have time before to check it - tried it now. Nope, that line doesn't change anything, seems to be ignored.

    I had to add context.scale(1,-1); in resize method to fix it.

    (The animation also has some elements shifted for some reason to wrong positions. But maybe that is caused by something else, scaling of the canvas or something.)

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    😃 And it won't run anymore because the launcher has to be higher version than 1.8. I wish I was making it up. It make me lauch out loud, but now I have to find a way to make it running again in the version I had before (since I don't want to update all projects yet in fear of breaking them - those are all projects made before the scaling was completely changed).

    PS. It was probably 2.1 to 1.8 because from what I see there was no 2.3 version.
    PS.2. I have reainstalled and it is working as it should. From what I see version 1.8 update (the one that god installed for me) is higher up than some 2.1 version when you try choosing a version in settings - maybe that is the reason it got installed as an update to version 2.1?

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    I am preprating Steam Greenlight presentation for my game. Below animation for the game logo is made in Spine2D:

     Loading Image

    Only 5 frames per second because of size restrictions.

    It shows level I have yet to release. Spine2D was used for: character animation, monsters animation, opening of the book animation.

    The game is available on Google Play: https://play.google.com/store/apps/details?id=magory.miniworld and Fire TV. Made with libGDX and box2D.

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    I've just released Mini's Magic World - a new platformer that uses Spine2D for character & monsters animation. A trailer & gameplay videos are in the works. For now only some short videos made by my camera below showing close up of the characters.

    I will have more videos soon.

    The game is available here:
    https://play.google.com/store/apps/details?id=magory.miniworld

    Opening of the book in the beginning is also made in Spine2D.
    The intent was to make the animations and the whole game minimalistic.

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    Fliping the bone in the editor causes the image to move differently than the bone it is attached to when using transform. I haven't yet checked if it is consistent with the runtimes. I've only checked flip X.

    PS. It happens when I use compensate.

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    Incredible job. I wonder how heavy it is in terms of performance on mobile devices.

    Thanks. It helps a lot. I will do tests soon how it looks when you move it around platforms and will try to update with a video. I would like to avoid adding hands and legs if possible, but you might be right - it might look silly. 🙂


    OK. Below is a test video of animations in an alpha version of the game. I have added hands (detached from body but they use normal arm bones) and some swaying motion to the character walk animation. Animation transitions are sometimes a bit jerky, I have to work on that (especially that jump animation hand movement). The game is supposed to be minimalistic, so I don't think I will change much, unless you think it's requires some changes in some situations?

    https://www.youtube.com/watch?v=EeQh9T6KxXU


    Animation of casting a spell (first accumulating power, then releasing it in a blast). The video is captured from the game which caused the fps to drop, so it's not as fluid as it is in the game itself:

     Loading Image

    It's work in progress.

    Amazing. Looking forward to playing it.

    I am working on a new platformer which will be a bit minimalistic. Here is the first test animation of the main character for it:

     Loading Image

    For a walk animation that would be probably too simple? :rofl: I am considering making the coat into a mesh for more complex animations and maybe dividing it or adding feet below... But I want to avoid adding too many elements to the character (I don't even have hands for him yet, although I might need them later since he is supposed to throw fireballs).

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