• Content Count

  • Joined

  • Last visited

About gmalone

  • Rank
    Advanced Member

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

1189 profile views
  1. Wondering your thought, if you have time, on making spriter.js allow for playing an animation in reverse? I've examined the core code that plays the animations and see that it is pretty much wired to play in 'normal' order. I can see how playing an animation in reverse could be accomplished, but suspect there are many places in the code that I'd have to hunt down that presume the normal sequence. Why in reverse? I have a need for a character to step backwards. I know I could just make another animation in Spriter and be done with it. May have to do that. But it occurred to me how useful (at least in this kind of situation) it would be to simply send a 'reverse' flag to the playAnimation and updateAnimations functions. Just kicking the tires. UPDATE: I'm, for now, just going to create a reverse animation in Spriter and add to the scml/scon... will look more natural that way, anyway. But I do see how to augment the code to allow a forward/reverse playing of an animation sequence. Don't have time for it now, but another day.
  2. Following up: I've had success creating multiple _spriterGroup[actor] characters, as hoped. The individual Spriter characters are appearing, updating and subject to controls. All's well.
  3. Hi @TomAtom, an update on how my use of the Spriter-Phaser code is going, and a question... I've got a single character animating in a game very well. I'm using the technique we've discussed of using an invisible master-sprite parent to the _spriterGroup child object. All is working well, including collisions, etc. Question: Do you see any problems with my intention to create multiple _spriterGroup game characters, perhaps an array/list of characters that get created and updated in order? Knowing the code as you do, I was interested in your thoughts on how to implement multiple simultaneous Spriter game characters in a game. Many thanks.
  4. Would love to see some sample code using the camera fx. I've looked at the docs, but I still have trouble translating what I see there into working code.
  5. Oh, I had misread your original post thinking the sprite was the child, and the SpriterGroup the parent. But (much better) the sprite is the parent and the SpriterGroup the child! Sorry I made you have to repeat yourself. Thanks, I'll run with this and see where I can take it.
  6. Yes, good solution. Attach an invisible controller child sprite to the spriter group object the SpriterGroup object as a child to an invisible controller sprite (parent) to handle collisions. Clean and straightforward. Certainly allows easy control of collisions. Now, as to physics body fx such as gravity. Though I'm easily able to get simple sprites to behave well in gravity, getting a Spriter object (so far) just winds up with the object fixed in the sky, animating, but not falling to the ground (see dinosaur in attached image, whereas the star sprite fell to the bridge). The challenge: how to get the full spriter object (with all its children sprites) to act together with gravity. I've tried these and a few other group/object methods in various combinations, with no good results... this._spriterGroup = this.add.physicsGroup(Phaser.Physics.ARCADE); // unclear how/when to use this this._spriterGroup.enableBody = true; // I thought this would surely work, but didn't this._spriterGroup.physicsBodyType = Phaser.Physics.ARCADE; // wild stab tried w/ and w/o I could be missing some additional statements or syntax that would make the spriter object fall from the sky. I suppose the other approach would be to try to apply physics bodies fx to each sprite child inside the spriter object as it's created. Puzzling on this now... Thanks again for your thoughts. Big heavy dinosaurs MUST FALL!
  7. @TomAtom, could you indulge one more fundamental question? Referring to your Spriter-Phaser code, I'm having trouble understanding how to apply physics and collisions to a Spriter object/character. I know that in certain ways it needs an explicit 'group' association to apply physics/collisions, the 'normal' sprite method only works for non-group sprite objects. I'm poring over the code and the Phaser group docs, but could use an assist if you can. Thx. - G
  8. Letting you know... SUCCESS. @TomAtom, thanks for taking the time to clarify and adjust the code. At the end of the day, my issue was the .png file extensions in the atlas json. But, it is great that you've separated out the spriter.js player from the example code. And the tutorial is rich w/ information. I owe you a drink! Let me know if you have a PayPal acct and I'll buy you that drink. Thanks too @ritherz for your useful info.
  9. Glad I checked back here... I had made the mopey sad decision to generate regular spritesheets from Spriter->TexturePacker... the old fashioned way (lol!). But you've revived my hopes again. And, sure enough, there are .png file extensions in my troublesome JSON atlas file. I'll review what you've (both) said and posted and give it another whirl. Many thanks. Will let you know.
  10. @ritherz, dude, please do share your findings using this code for Spriter and Phaser. I've been messing with it endlessly for the past week and have the recurring issue of only one sprite displaying in the places of all the sprites in an animation -- e.g. all left feet sprites in the places where the body, head, arms and other legs should be, but they're animating properly. The browser console displays "Cannot set frameName: <the sprite's name>" -- the sprite's name displays correctly, just not the actual sprite rendering itself. Using sprite0 I think. Have been all over Phaser internals trying to understand the issue. No luck after a week. The info out there is so sparse for this, and tends to be "here's the code, do this and you're done" which is probably true for some. I'm attempting to use a pre-rigged animation made for/with Spriter and running into the problem mentioned above. I've been all over the JSON and XML (or SCON and SCML) data files, comparing them with other working versions and find no practical differences. Tutorial, YES!
  11. @TomAtom thanks for the tips on using the Spriter<->Phaser tool. Digging into it now.
  12. Is there a way to utilize your Spriter Player for Phaser *without* Typescript? I suspect not, but should ask. Thanks.
  13. Holy cow. I see few games I want to play, but I'm way up for it Wild Terra. An incredible accomplishment. And a ton of work. Great job!
  14. Your mention of support for bone/skeletal animation (e.g. Spriter) caught my attention. Wondering what that actually means, at the technical level. Keep up the good work.
  15. I'm on a similar quest. My criteria is skeletal (bone) animation for characters. Unity and Cocos 2D-x-JS support it officially, mostly using Spine as the skel anim tool. But I know Phaser and am going to give a good look at Tom Atom's Spriter->Phaser bridge code ( to see if it might work for a commercial production. I know there's been some low level buzz about Phaser eventually supporting skeletal animation, but all I've been able to find is pretty vague. Would be nice Rich might give us his thoughts on it. The main problem with Creature is that it is entirely WebGL without any fallback method. Otherwise it sure is awesome.