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Found 64 results

  1. We just released full support for Spine in our Quest AI IDE. Quest is the simplest way to start building games and Playable ads that runs on Phaser 3. Simply .zip up your spine projects and import them into Quest to start using your animations in timelines. Trigger any animation, change skins, or add attachments to slots, all without writing a single line of code. We're super proud to be able to integrate with Spine and make animations way more robust in our platform (been months in the making for us). It's totally free to make an account to start building some really fun stuff (we make most of our money off enterprise accounts). Thanks for checking it out and would love any feedback!Sign-up:https://www.quest.ai/pricingTutorial:https://www.quest.ai/tutorials/spine- Andrewco-founder of Quest AI
  2. Hello, I am a Korean developer. I play animation through pixi-spine. The problem is, I want to turn off anti-aliasing because my spine is low resolution When you false antilias to an option on canvas, other objects look like pixels, but spines don't. What should I do? Even if the translation is unstable, please understand.
  3. Hi @enpu I have a small request for the Spine plugin. In the previous version of Panda there used to be a property animationSpeed that could be used to alter the speed of the spine animation. I noticed that this prop is lacking in the current version of tne plugin. It was easy enough to add myself but since the plugin is not open source, I cannot create a pull request for you. Could you add the following code to the plugin? spine.js game.createClass('Spine', 'Container', { ... animationSpeed: 1, ... updateTransform: function() { this.state.update(game.delta * this.animationSpeed); ... } }) Thanx, Stephan
  4. I have canvas 1920 x 1080 and 5 different Spine animations that uses a lot of textures. Add 20 animations of every type all over the screen Test performance in two ways. For this I use GPU-Z and check GPU load parameter 1) Every animation has its own atlas with images and json file - GPU Load 47% 2) Every animation has its own json file but uses the same atlas with images - GPU Load 61% Made the same tests with sprites as well, total amount of sprites is 180, 10 of each type. 1) Each sprite has its own download link - GPU Load 90 % 2) All textures are in the same spritesheet - GPU Load 63% Why tests with Spine have opposite results? PC config is Google Chrome v65, Windows 10, AMD Radeon HD 7450, Intel Xeon x5650
  5. Hi all, I'm working on an avatarbuilder and would like to use Spine for the animations. The avatar is made up of several parts (head, body, arms etc) that can be changed in order to get the desired combination. Now, I've been looking at using skins, but I'm not sure if I'm going the right direction. Since it's not a complete skin that needs to be swapped, but just a part of it. The avatarbuilder will be made in Haxe using Pixi and Spine. My main questions are: 1) Would it be possible to use skins in order to only change the head, or the body for instance? 2) Am I moving in the right direction using the skin feature of Spine? Thanks in advance! Maarten
  6. Hi Everybody, I'd like to use Spine in a Pixi project (either the latest v4 or directly starting with v5). I use webpack and npm and saw that Pixi his split pixi-spine into a different npm package. According to the readme of pixi-spine the runtime supports spine data from Spine version 3.5 up. But I only have a pretty old version of Spine 2.1.18 essential and don't want to buy a newer version at the moment because of financial reasons. I only use the basis spine stuff, so no deformations or other new (mesh-like) features. Could anybody please tell me why Pixi-spine only supports Spine 3.5 and up? Is it only because of the pro-features, or does it not work with spine 2.1.18 essential data either? Anybody knows what changed? Is it just some keynames in the spine json file, or only added (professional) stuff while the basic remained the same? Or is there more to it? And is there perhaps a version of pixi-spine out there that is able to import spine data from 2.1.18 essential while still using the latest v4 Pixijs (or v5)? Thanks a lot!
  7. Hello I have spine animation created by https://github.com/orange-games/phaser-spine and i need to attach sprite to it. I mean, when spine animation is in action, the sprite (weapon) should move with it. How can i do this?
  8. olehakimov

    Spine Plugin

    Hi there! Anybody knows, do the panda2 spine plugin supports cliping? In my animation i use cliping, but in project i cant see it. Also I was found that mirrored bones are working incorrectly, the slots get changes their positions (i think not flipped). Thanks!
  9. hi guys, How can I make a spine keep checking onComplete Event while losing tab focus? As I tested, if I run several spine animations(different length) at the same time, then switch to another tab immediately, the onComplete events won't fire, but they will fire at once when the tab get focus again.
  10. When I load json in loader gives an error message PIXI.loader .add('spineCharacter', 'character_assets/red.json') .load(function (loader, resources) { var animation = new PIXI.spine.Spine(resources.spineCharacter.spineData); self.container.addChild(animation); }); but if I use another method PIXI.loader .add('character_assets/red.json') .load(init); function init() { this.spin = new PIXI.spine.Spine(PIXI.loader.resources['character_assets/red.json'].spineData); this.container.addChild(this.spin); } There is no error, but the screen is just black and nothing is displayed
  11. Harryk89

    Connect Spine

    Hi, everebody! Tell me how to connect to pixi.js spine
  12. Hi, everyone! I have a question concerning spine suuport for phaser 3. Does phaser 3 supports spine? If does, some examples will be nice! Thanks!
  13. I am working on Phaser Spine (https://github.com/orange-games/phaser-spine), The Spine is working on non retina devices but not getting the same result on retina devices. Any idea why is it so? Its position is distorted once loaded in a retina device. Is it something specific to Spine only? What's the ideal way to load a spine in a retina Device?
  14. Hello Anyone knows how to check if a Spine animation is complete. Tried: player.onComplete();
  15. lars

    Spine and events

    Hello Im trying to make my spine object interactive: var player = new game.Spine('mySpine.json'); //player.hitArea = new game.Rectangle(200, 500); player.position.set(300, 800); player.interactive = true; player.play('idle', true); //player.speed = 0.01 player.addTo(this.stage); player.click = function() { console.log('check clicked'); }; That did not work. I tried to put it in a container. That did not help either. It works OK an a sprite object.
  16. lars

    Spine and mesh

    Hello First of all. I m so glad to see Panda on the road again :-) I have just bought the full version and playing around with Spritesheets developed in Spine 3.6.52 professional. It seems like mesh is not supported in panda 2 version 1.5.0. When I export from spine as a spritesheet with mesh animations it won´t show the spritesheet, If i remove the Mesh animation it shows the animation fine: game.module( 'game.main' ) .require( 'plugin.spine' ) .body(function() { //game.addAsset('panda.png'); game.addAsset('sheep.atlas'); game.addAsset('sheep.json'); game.createScene('Main', { init: function() { var player = new game.Player(); player.sprite.addTo(this.stage); } }); game.createClass('Player', { init: function() { //this.sprite = new game.Sprite('panda.png'); this.sprite = new game.Spine('sheep.json'); this.sprite.position.x = 200; this.sprite.position.y = 800; this.sprite.play('idle', true); } }); });
  17. I want to use Phaser3, but unfortunately I'm not sure if there's any way for it to utilize Spine Animation at runtime. Unless I'm wrong? Does anyone know if this is possible, and if not, are there any plans for this to be implemented? It makes little sense for a JS game engine of this caliber to not support a gamedev standard for beautiful 2D animation. Heck, even pixi.js does that.
  18. Hello, I'm attempted to load a spine animation (v3.5.51) into the current version of pixie-spine (as it states that it's only compatible with Spine 3.5.x I'm not using the Pixi loader, instead I'm just passing in the loaded Spine JSON in the constructor. It's valid JSON with the bones/animation properties in there (so not a string etc) However, what I'm getting is a crash 'Cannot read property 'children' of undefined at new Skeleton': for (var i = 0; i < data.bones.length; i++) { var boneData = data.bones[i]; var bone = void 0; if (boneData.parent == null) bone = new core.Bone(boneData, this, null); else { var parent_1 = this.bones[boneData.parent.index]; bone = new core.Bone(boneData, this, parent_1); parent_1.children.push(bone); <-- ERROR/CRASH HERE } this.bones.push(bone); } The exported JSON is v3.5.51: "skeleton": { "hash": "m3kYx9f3hy1R9hSrlYyJs6o/0fk", "spine": "3.5.51", "width": 202.11, "height": 317.08, "images": "" }, Any ideas?
  19. Many 2D even 3D frameworks now support Spine. Even Phaser 2.6.2 has a plugin for Spine, thanks to Orange Games. So do you plan integrating Spine in Phaser 3?
  20. Our Upstate New York studio is open to contracts for small to large HTML5 games. We work in small modular teams to keep costs down and maintain our indie creativity and feel. We work primarily in Haxe for desktop and mobile browser games, but also do a lot of Apps (often HTML5 via Cordova). We have experience with CocoonJS, Unity, Springroll, and more. We have several developers, artists, as well as audio and QA-testing capabilities. We will also be looking to hire as we grow. Feel free to send over your resumes/portfolios. matt.conheady@workinman.com
  21. I'm trying to use some spine animations in a large Pixi application at work. It's mostly working but I'm getting intermittent runtime errors coming from the Spine objects. This error is:Uncaught TypeError: Cannot read property 'transform' of null at Spine.e.updateTransform (pixi.min.js:formatted:4401) at Spine.autoUpdateTransform (Spine.ts:479) at e.updateTransform (pixi.min.js:formatted:4405) at e.updateTransform (pixi.min.js:formatted:4405) at GameScene.e.updateTransform (pixi.min.js:formatted:4405) at e.render (pixi.min.js:formatted:8605) at Function.ScenesManager.loop (ScenesManager.ts:273) at t.emit (pixi.min.js:formatted:13126) at t.update (pixi.min.js:formatted:13068) at _tick (pixi.min.js:formatted:12988) The error is coming from PIXI.Container, line 323 because this.parent is null. This is a bit bonkers because this is only being called because the spine object is in the children list of the scene being rendered. this.transform.updateTransform(this.parent.transform); I dug in a tried to isolate the problem and found that somewhere in the Spine update function the parent was being set to null. In Chrome debugger I put in some conditional breakpoints for dt>0 && this.parent==null and found that the culprit was line 184 this.state.apply(this.skeleton); Before this line the breakpoint doesn't trigger, after it it does, with this.parent being null. I had a read through AnimationState.apply and I can't for the life of me see anything that would be setting the Spine parent state. So my question is can anybody else see anything in there that might be creating this effect? I should say that the application does a bunch of complicated pooling of symbols, so the Spine object might be getting removed and sent back to the pool then re-added frequently. But my understanding was that since JS is mostly single threaded if this.parent exists on line183 but not 185 something between there must be setting it to null. I'm not extending or doing anything else to the Spine object. Unfortunately I can't give out any coded to show the context. I'd be really grateful if anybody has any suggestions or input.
  22. RemoveListener is works, but only in one way: let spine // our spine animation let log = () => console.log('nonsense'); let listener = {complete: log}; spine.state.addListener(listener); And removes it like spine.state.removeListener(listener); It does not work if i do it like this: let spine //our spine animation let log = () => console.log('nonsense'); spine.state.addListener({complete: log}); // trying to remove spine.state.addListener(log); // or just like this spine.state.addListener({complete: log}); Works fine if add and remove only the same object, but its long way. Is there another way to do this?
  23. I'd like to be able in runtime to replace the sprite sheet with the HD version in runtime. i've tried using `hackTextureBySlotIndex` and iterating over all slots, but it requires already cropped textures, and i just want to swap the whole thing. is it possible to do so without swapping the whole spine object? or is it impossible because of resolution changes?
  24. Hi all, just polishing off another pixi based game. Another one for mobile, so looking now to see if we can scale back some of the effects when using canvas for the lower end devices. I'll be dropping out particle effects, and a lot of the animations as it's rendering a bit slow atm, but one issue I've come across is with spine meshes. To save load time I've designed some assets to be flipped, but have noticed the mesh wireframes are visible on all those that are flipped. eg. grave.scale.set(-1,1); This is only visible on canvas (webGL is perfectly fine). Anyone know if there is a quick fix for this, or reckon I will have to duplicate the spine elements and flip the assets? (Last resort really) Thanks in advance!
  25. Hi All! Do you have experience in HTML Game Developement? And the following skill set? JavaScript, JQuery HTML/HTML5 CSS/CSS3 Pixi JS / Spine JS Google Closure Active knowledge of English Send me a PM if you would like to know more details about this. Relocation is required and VISA is supported. Please don't contact me if you are selling services from company's. Only looking for people who are willing to move to Prague and have a full time contract with us.