I converted the spine runtime for Corona to Gideros: http://hieroglyphe.net/gideros/Spine-Lua-V1.zip .It works, but is inefficient since a lot of maths and processing are done in lua. It would be better to use the C runtime as a plugin, but then we need to define which API need to be exposed to lua. Obviously loading a spine project and managing animations, but are there other essential API calls that should definitely be part of a V1 API for that native spine plugin ?
@hgy29Wow! Animation in V1 project looks really smooth and awesome! I guess with regular spritesheets we'd have to add hell lot of frames to achieve such smoothness?
Obviously loading a spine project and managing animations, but are there other essential API calls that should definitely be part of a V1 API for that native spine plugin ?
I'm not sure if I understood question correctly. Even basic animation&skinning support is awesome, but since question is asked, IMHO these features can be very convenient: 1) Detection of a user's click/tap on a certain bone. 2) Collision detection of a specific spine bone with other spine/non-spine objects. For example when our character has a weapon (let's say boomerang), we play "attack" animation - and after that one bone (boomerang) moves out, we need to detect collision and/or distance to other spine/sprite objects.
I've searched what Corona&Defold guys already have and what they miss. They miss: -Direct bone manipulation -FlipX/FlipY -Blendmodes -Spine bounds (to know when the user has clicked on a Spine-Object) -Some perfomance issues while using Spine and Sprites in a mixed manner -Shear
> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
A little remark about this spine support: it is based on Esoteric Software runtime, which implies that you must own an official spine license to be allowed to use it in your production projects.
> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
also probably it could be great to be able to get X&Y coordinates of a specified bone (this way we can attach some objects or particle emitter there)
> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
DragonBonesPro-much more convenient so I will not spend $ 300 on spine
even if the spine is free - I would choose DragonBonesPro
spend $69 on Spine Essential pack and do whatever you want
> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
@oleg I guess if indie developer has small project and his budget is tight, nobody will bother if he has essential or the most exclusive license when game starts earning something, then it's easy to upgrade license and support great team that makes such beautiful software
also if we hire game artist - he's part of our team artists do have license, so there's no problem at all
> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
@oleg : the point is that you cannot legally distribute anything that uses any of Esoteric Software's Spine runtimes without owning a license for Spine. You can buy Spine Essential and use DragonBones if you want to.
@oleg : the point is that you cannot legally distribute anything that uses any of Esoteric Software's Spine runtimes without owning a license for Spine. You can buy Spine Essential and use DragonBones if you want to.
@oleg, you shouldn't just pirate stuff if it suits your purpose. If you intend to profit from your endeavors then you should purchase the appropriate license.
Enough of that, let's continue with the discussion! I for one would love a minimal, fast support of the official Spine C runtime. Once we have the basics, and as people start using it, I'm sure we'll hear about anything that is missing from the API.
@antix dragon is not a pirate thing content - made in dragon - my lua spine code-has no proprietary rights
spine-may have the right to file format but this is a dragon problem and not mine
I have the right to use lua spine code without purchasing a license
They are not claiming a right over the file format or the models you create, they are simply saying that if you want to distribute their code/runtime you need a license. If you do not want to do that then you are free to implement your own or another runtime, which will cost a lot more than $69 worth of time.
Agreed @snooks. At some stage I will be purchasing a Spine license, it's only fair! It would be good if it was in a humble bundle or something. Spriter was a while ago and I got that bundle *crosses fingers*
Just throwing an idea out there but wouldn't it be good to have a decent tutorial on making plugins? I really don't see one. A complete easy to follow tutorial would certainly be a boon and relieve pressure on the people who actually know how to make them (give a man a fish / teach a man how to fish and all that jazz eh?)
Personally I'd like to see some native stuff for steering behaviors, path finding and other game centric functionality
Comments
I converted the spine runtime for Corona to Gideros: http://hieroglyphe.net/gideros/Spine-Lua-V1.zip .It works, but is inefficient since a lot of maths and processing are done in lua. It would be better to use the C runtime as a plugin, but then we need to define which API need to be exposed to lua.
Obviously loading a spine project and managing animations, but are there other essential API calls that should definitely be part of a V1 API for that native spine plugin ?
Likes: oleg, Apollo14, snooks, totebo, antix, pie, simwhi
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
DragonBonesPro also works
Likes: Apollo14, totebo
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
I guess with regular spritesheets we'd have to add hell lot of frames to achieve such smoothness? I'm not sure if I understood question correctly.
Even basic animation&skinning support is awesome, but since question is asked, IMHO these features can be very convenient:
1) Detection of a user's click/tap on a certain bone.
2) Collision detection of a specific spine bone with other spine/non-spine objects.
For example when our character has a weapon (let's say boomerang), we play "attack" animation - and after that one bone (boomerang) moves out, we need to detect collision and/or distance to other spine/sprite objects.
I've searched what Corona&Defold guys already have and what they miss. They miss:
-Direct bone manipulation
-FlipX/FlipY
-Blendmodes
-Spine bounds (to know when the user has clicked on a Spine-Object)
-Some perfomance issues while using Spine and Sprites in a mixed manner
-Shear
Likes: hgy29, snooks
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
Likes: snooks
DragonBonesPro-much more convenient
so I will not spend $ 300 on spine
even if the spine is free - I would choose DragonBonesPro
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
when game starts earning something, then it's easy to upgrade license and support great team that makes such beautiful software
also if we hire game artist - he's part of our team
artists do have license, so there's no problem at all
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
https://www.json.org/license.html
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
Likes: snooks
content - made in dragon - my
lua spine code-has no proprietary rights
spine-may have the right to file format
but this is a dragon problem and not mine
I have the right to use lua spine code without purchasing a license
Likes: SinisterSoft
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
Enough of that, let's continue with the discussion! I for one would love a minimal, fast support of the official Spine C runtime. Once we have the basics, and as people start using it, I'm sure we'll hear about anything that is missing from the API.
Can't wait to play with it!
Likes: SinisterSoft, simwhi
Likes: antix
@oleg, whatever man yo ho ho and a bottle of rum
Just throwing an idea out there but wouldn't it be good to have a decent tutorial on making plugins? I really don't see one. A complete easy to follow tutorial would certainly be a boon and relieve pressure on the people who actually know how to make them (give a man a fish / teach a man how to fish and all that jazz eh?)
Personally I'd like to see some native stuff for steering behaviors, path finding and other game centric functionality
Likes: vitalitymobile, simwhi
Likes: antix, simwhi
Likes: antix, simwhi, dreiko65
you're wrong,
but there is no point in discussing it anymore
Everyone will do as he thinks correctly
Dislikes: antix
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
Likes: antix