Spine by Esoteric Software (Prototype + Sample provided)

Betazero

  • Posts: 93
2017 UPDATE:
A SPINE EXTENSION HAS BEEN DEVELOPED

http://community.stencyl.com/index.php/topic,50481.0.html


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Any possibility of adding Spine runtimes to Stencyl as extensions or whatever? No idea what I am talking about other than I would love to use bone animation from Spine in Stencyl. They have runtimes for a bunch of toolkits. Its a very cool piece of software and could be a great add-on to stencyl. basically you use the same artwork and just have various bone animations that move the artwork at runtime.

http://esotericsoftware.com/

« Last Edit: January 23, 2017, 12:04:38 am by Jon »

Jon

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(AnemoneLabSNC has picked this extension up and currently holds the latest version. I'm leaving this post up for historical purposes.)

Here's my 30 minute crack at this doing exactly as I said: Wrapping spinehx into a plain extension (attached) and writing a little bit of code (based off their sample) to use it.

The assets are dunked into the "extras" folder as described here.

http://community.stencyl.com/index.php/topic,24729.0.html

All the code I used is housed inside the Spine Animation behavior. All it does is import the skeleton and mount it to the actor via addChild(). Someone with some motivation to repackage this could turn it into a nice, reusable behavior that can support multiple animations and anything beyond the barebones I have here.



Instructions for the Lazy

(Works on all platforms since it's pure Haxe.)

1) Import the Spine extension (unzip spine.zip, copy into [STENCYL]/plaf/haxe/extensions).

2) Import the project (SpineTest.stencyl). I'd double-check that the Spine extension is enabled after you open it.

3) Run. Works on all platforms.

4) If you want to tinker with it, read what I said above.

« Last Edit: February 11, 2014, 11:05:50 pm by Jon »

h1rnz1lla

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YES! this is the killer feature for me! will try out asap!

Jon

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Cool - just outta curiosity, how many here own a Spine license?

I've always been leery of supporting commercial software (that isn't put out by a huge company) since I don't know how many are able to take advantage of it.

AnemoneLabSNC

  • Posts: 63
Hi Jon,

this extension is in my list of projects, after my deepening in OpenFL i think I can try to adjust this module. I think i can start to work on it the next week.

P.s.: We don't have a Spine license now, but we should buy it in a near future. Is possible to work with it in demo-mode?
Simone
Anemone Lab S.N.C.
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Jon

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From what I can tell, it's read-only in demo mode, but you should be able to make decent headway just off sample data.

I grabbed the samples from here.
https://github.com/nitrobin/spinehx/tree/master/samples/openfl/assets

AnemoneLabSNC

  • Posts: 63
Ok, thanks Jon. I will try with the samples.
Simone
Anemone Lab S.N.C.
Follow the development of our new game "Scintilla" on facebook!
Watch the teaser trailer on youtube or visit the game website!

bonzero

  • Posts: 488
Great news, I don't own a license, but I will try it and if it works ok i'm pretty sure i will be getting one soon, it definitely is a killer feature.

designpeg

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This would be a killer feature for me also. I played around with Spine a few months ago and loved it, but didn't really see how I could integrate it in to my workflow other than export a series of frames.

If this was more integrated in to stencyl it would be amazing!

Dizko

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Man this would be super cool if the licensing for Spine wasn't so... annoying. Locking out key shifting and key adjustment to the $250 version is um, arbitrary and annoying. I still might have to check it out because the animation smoothness sure beats image sequences.

Joraanpe

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Damn 250 usd licence is heavy after the 150 of stencyl, 100 for apple and a macbook...

Working with spine + stencyl can do the job for iOS and android developing?

Jon

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Just discovered this which is free and open source. Not too clear on exactly what it is though - is it a tool or just middleware?

http://dragonbones.github.io/

Edit: It appears to be a free plugin for Flash (Studio), so no dice for many of us.

Dizko

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  • Posts: 451
Damn 250 usd licence is heavy after the 150 of stencyl, 100 for apple and a macbook...

Working with spine + stencyl can do the job for iOS and android developing?

Yea I agree, there is another similar tool out there called Spriter, which does essentially the same thing but is a lot cheaper. I haven't explored how to get Spriter integrated in a way similar to this, but I believe it is possible.

Jon

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The other issue is that there isn't an OpenFL-ready library for Spriter. There is one for NME but that isn't source compatible with OpenFL and hasn't been updated since its first code drop a year ago.

Dizko

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  • Posts: 451
The other issue is that there isn't an OpenFL-ready library for Spriter. There is one for NME but that isn't source compatible with OpenFL and hasn't been updated since its first code drop a year ago.

They have something called "SCML" file, I want to say. Which looks like a glorified XML export. How that relates to getting Sprinter integrated, I don't know.

http://www.brashmonkey.com/forum/viewtopic.php?f=10&t=751

According to their forums after the next big release they'll be putting more focus on engine integration, we'll see.