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Found 61 results

  1. 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!
  2. 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?
  3. 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!
  4. 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.
  5. Harryk89

    Can't load json in spine

    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
  6. Harryk89

    Connect Spine

    Hi, everebody! Tell me how to connect to pixi.js spine
  7. Poasher

    Spine for phaser 3

    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!
  8. 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?
  9. Hello Anyone knows how to check if a Spine animation is complete. Tried: player.onComplete();
  10. 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.
  11. 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); } }); });
  12. Outfire

    Spine performance

    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
  13. forleafe

    Spine animation compatibility?

    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.
  14. ikkleh

    Pixi-Spine and Spine v3.5.51

    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?
  15. 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?
  16. Workinman

    Indie HTML5 Studio for Hire

    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
  17. HappinessSam

    Pixi Spine runtime error

    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.
  18. 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?
  19. 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?
  20. 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!
  21. 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.
  22. haha, I'm a old developer I started to make game from 2008 1. 2008-2017, flash game 2. 2015-2017, h5 game This game is used these engine and tools 1. H5 engine, LayaAir, this engine is very wonderful, I just used safari to play it, this game will have 55~60fps 2. UI IDE, FairyGUI, I can't find other UI EDIT IDE is good than it, I can use it do anything, and it's very very easy, it has timeline like flash, and it has more useful components. I can use it make UI on diffrient size of mobile, yeah, just use IDE, not source. 3. Spine, 3D animation tools LayaAir and FairyGUI are from chinese company, but it has english language. layaair -> http://www.layabox.com/en/ fairyGUI -> http://www.fairygui.com/en/ I hope you like my game, I hope I can find a good h5 game job, i can teach your team how to use LayaAir and FairyGUI, my email is bingqimao@qq.com Sorry, my english is not good. ^-^ first photo prove that I used h5 engine to make this game
  23. Outfire

    One atlas many json for spine

    I want to use one atlas for many spine animations in my game. I found the way how to do it with loader. I am loaded atlas with game loader (name other.atlas) and got in game.loader.resources.other. Then i am trying to load json file of my animation from console. otherLoader = new PIXI.loaders.Loader() spineLoaderOptions = { metadata: { spineAtlas: 'game.loader.resources.other' } }; otherLoader.add('someJson', 'static/img/content/fullHD/machine/elements/testJ.json', spineLoaderOptions) .load() But it will not work. Loader still wants to load atlas with name of my json. GET http://localhost:3004/static/img/content/fullHD/machine/elements/testJ.atlas 404 (Not Found) I think it is because of atlas parser . I need varibale "pages" in my metadataAtlas, but there is no pages. How atlas data looks like in console. I am doing something wrong and i dont know what.
  24. korpuskel

    Spine support

    Sorry for asking again for the Spine (http://esotericsoftware.com/) support in Phaser. I didn't have the time to try it out but since Pixi is used for rendering I really wonder if this is already possible. Despite being so great Spine does not seem to get used a lot so I understand if you don't plan to integrate it in the near future (at least you didn't put it under "Future Plans" in the Readme.md anymore). I guess I could wait for the documentation and then try to hack it in - maybe I can even get the code to look nice and make a PR though I doubt that Also thank you so much for your hard work on the 1.0 release! I followed the "march to 1.0" thread as well as the github commits so I can imagine how much effort you put into this
  25. sHAYM4N

    Spine 3.6

    In case anyone missed it, Spine got a significant update yesterday, with better weight and mesh tools + clipping/ finally! Clipping not ideal for everything (using a vertices system) so complex masks may still need to be done manually. Still nice for quick and simple masks! Just tested in PIXI and clipping not working as I imagined, but hopefully could be added to pixi-spine soon? http://esotericsoftware.com/blog