not yet - but you can watch a video me is playing :
richard

- 14 июл 2014
- Регистрация: 6 июн 2014
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the game is actualy online since some hours for ios
hey pharan, thanks. to answer your question : the environment will be 2 colors and realy simple. he have no trunk and just 3 legs cause in the game its not an elephant. it was one when i started with the game concept but i decided thats to obvious but not very special.
transforming the leg was realy a bit a pain and try and error but i like the results as well.
your tip with the hat helped me. for some reason i was not thinking about force.i hope i get some bigger criticism to improve the animations even more.
after some feedback and iteration - i uploaded some new gifs' ( see on top )
hi shiu, your gut feeling was right. i did a small 3px gap in the png and it worked. this remembers me back where i had to use this kind of technique in flash to prevent strange antialiasing / scaling bugs.
so if this is the issue - there should not be a photoshop export script because photoshop is just one external tool to produce pngs - right ? instead i would recommend to have a auto "padding/margin" inside spline - or communicate to have some space arround your sprites somewhere else.
thanks for the help.
ok but how to set "to show with Nearest filtering inside Spine." ?
i tryed again over the "texture packer > settings" and found there "runtime settings" what i changed "filter min and filter mag" ( should it be max?) to nearest.
then i looked back into the global "settings" - linear filtering was already "on" - did a test rendering - dont work - i turned linear filtering off - dont work - on - dont work .
remember - i changed nothing in my rendering setup with output / setup stuff.
before the update everything worked fine.here is an attachment of an output. the strange thing is : the pixel edges just appears on mesh-transform.
hi shiu.
its everything setup to defaults.
does the texture packer affect the png export ?
( singe sprite animation, not json / atlas ! )- in the texture packer the filter min / filter max is set to linear.
- in the texture packer the output is set to premultiply alpha
- in the overal settings linear filter is checked.
- in the export dialog for png is nothing related to linear rendering or texture packer
hi friends,
the linear filtering is not working on 1.8.42 professional for me anymore. i get pixel-edges on picture export. is seems this is related to the last update.
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hey shiu, thanks for the reply.
yes - i will just use single pngs for now. so you tell me its possible with less vectors. that sounds great but i dont get exactly how. is there any example file you could provide to see how to setup this ? in your video a have seen a flower at the end what grows like a tentacle...
right now i had just your bendable spear ( blog gif ) from the goblin as a reference.
if i try with less vectors - i see unwanted edges in my mesh.
thanks a lot
it feels like mostly all game sprites become bitmaps for some reason. i just dont know whats the reason :p
i can not imagine 1 game what uses real vector data from creation to engine - but i like your idea and wished it would be like this in spine as well.i am working on a shapely character right now. at creation in AI i thought i do the legs just as vector lines and animate it as bezir curves later in what ever programm like FL / AE or so. then i and a friend tryed to animate stuff in AE / Apple Motion and failed hardly. We didnt know spine at this point so far. After some research i bought spine essentials and felt so happy with it. I like programs that are made for a real special purpose. But whats with my nice bezir legs ? the bones alone gave me not want i want here. I thought maybe to try out just for the legs what ever single png sequence i do in another programm? Then i learned what you could do with the new skinning feature what was announced in the blog and again it felt like : this is made specially for my problem - so i got the pro version.
I am super happy with what i got so far but i wonder if i did it simply wrong ? in example i had to the scale the bones after add the weights - because the shape became realy thin - on on bending it became unacceptable thin at the joints. so i scaled the parent bone 0.8/1.2 and it felt better again - but therefore i lost the round curves on the line ends of the png - whats actual ok for my char - but imagine i dont want this effect.
how would you setup this rig / weight / mesh to have a smooth and constant leg what feels like a simple bezir line animated in flash
?
here is a runcycle to show the result i got so far
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i am working on a small ios 2d game.
i bought spine pro some days ago - and these are my first animation trys.- Изменено