hydrip

  • 14 мая 2015
  • Регистрация: 20 мая 2014

    I'm trying to use blending modes in LibGDX, but it's not working.

    I did this:
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    Of course, I also tried 'bleed' and PMA 'false'. So, basically I tried every possible setting.
    What am I doing wrong?

    EDIT
    Problem solved:

    I updated LibGDX and Spine to the latest version :$

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    Mitch написал

    Purchased 🙂

    I want the ship to move left and right when I swipe around on the home screen. Badly. Maybe also have the Kraken reach up and grab it / play with it now and then 😛 Like pull it down then let buoyancy pull it back up

    That feature might be too difficult for me to add, sorry. The water does not have any simulated physical properties, like buoyancy. Right now it's just a texture that is distorted by a fragment shader. Also, the water and the ship don't react to each other at all. The ship's sway animation is just synchronized with the water; Both take the same time to loop.

    However, I'm planning to add more color themes in the not too distant future, and maybe alternative Kraken skins. I'll try to make it more interactive as well. Thanks for purchasing 🙂

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    I created this live wallpaper for Android!
    The characters are animated in Spine, and the app is created with LibGDX.

    Here's what it looks like in action:
    http://gfycat.com/AptRaggedIvorybilledwoodpecker

    Here's a longer video:
    https://www.youtube.com/watch?v=VjOW7vHA-ns

    The live wallpaper works on phones and tablets and supports portrait and landscape mode.
    It is a paid app (0.75€). If you want to know more, visit the Google Play page:
    https://play.google.com/store/apps/deta ... ind.kraken

    The workflow between Spine and testing the animations in the app was quite seamless 🙂

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    Pharan написал

    Just out of curiosity: what things are you animating that need this feature?

    Anything that needs to move in a curved trajectory needs motion paths. For example a character that jumps from one place to another. Also, all ellipse movements need motion paths.

    Do you mean motion paths / Bezier curves?
    I really need that feature.

    Nate написал

    Try PolygonSpriteBatch for both skeletons and particles. That is the only way to do it in a single batch.

    That's how I did it from the beginning. Now, at a later stage in the project I'm trying to optimize the code, and I thought mixing the rendering with PolygonSpriteBatch and SpriteBatch would increase the performance.

    I did a quick test and didn't notice any performance difference between PolygonSpriteBatch and SpriteBatch on my 2 year old Android tablet. I rendered the whole scene (mesh animations excluded) with both of them, and the performance was identical.

    Another interesting finding was that the begin() and end() methods didn't have almost any performance impact either when I repeated them for each entity separately. So, I literally had hundreds of begins and ends run each render step, and I saw only a very small frame rate hit; maybe 2 - 3 frames.

    Oh well, I have to find some other way to optimize my code.

    I have hundreds of particles and some animated characters, and they are in random order. The begin() and end() are too heavy to be called multiple times on each render step. I need a way to use PolygonSpriteBatch only for the characters, and SpriteBatch for the particles, all with one begin and end. Is there a sample code available somewhere?

    Oh.
    Well, you can't call it a great animation software without Bezier paths.

    An example would be a robot with legs that have bendy "chain" legs made of tens of joins/bones.
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    Right now it's difficult to create ellipse animation paths for bones, because movement path between keyframes is always linear. A Bezier tool like in Adobe After Effects would be helpful. Do you have plans to add this kind of tool? Can you share any tips for creating smooth ellipse paths in the current version of Spine?

    Will this be fixed in a future update? Why Spine can't do this while other animation tools can?
    Right now it's next to impossible to create fluid chain animations because IK can only handle 2 bones.

    Oh. thanks! the Lock icon did the trick.

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    When I'm animating and I select a bone on the character, for some reason Spine hides every other bone in the dopesheet (except the one I selected). How can I prevent this? Right now it's extremely difficult to time the keyframes of the bone I'm animating with the keyframes of the other bones, because I can't see them in the dopesheet. The other bones and keyframes appear only when I deselect the bone I'm animating.

    Another very annoying feature is that the last done I animated jumps at the top of the dopesheet. Why can't the order of the bones in the dopesheet stay the same at all times based on the parent-child relation?

    Thanks.

    How can I see the total number of vertices of my character in Spine?
    I can't find any info window in the editor.

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