One thing I wonder about Spine is how I'm going to get collision polygons working when my engine only supports boxes and circles. Spriter is already collisiin box-based but its lack of unified skeleton is what worries me
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Replying to @AxiomVerge
If you can do arbitrary, non-self-intersecting 4-gons, you're done. If you can only do boxes with orthogonal sides, just enclose vertices of Spine bounds in smallest ortho box/circle.
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Replying to @badlogicgames
Yeah, that's what I think I'm gonna do. Though I do wish they just had AABBs and/or circles built in. When I draw the boxes myself they are always lopsided.
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Replying to @AxiomVerge
Guess it was better to start from the general case, especially since most engines support arbitrary (convex) collision shapes. It's a planned feature though https://github.com/EsotericSoftware/spine-editor/issues/179 …
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Replying to @badlogicgames
Yeah, hopefully I can nag them into speeding the process up.
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Replying to @AxiomVerge
Oh, in case it wasn't clear, I'm one of "them" :)
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Replying to @badlogicgames
Are you also the person I nag for more pixel art features? One of the things I do in AV is set the resolution super low (480 x 272) and then clamp all images to the nearest pixel. It doesn't work for rotation, but helps keep it looking authentic otherwise.
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Replying to @AxiomVerge @badlogicgames
Something to set the viewport to a low rez (like 480 x 272, etc.) which then gets blown up, and clamps output translation of images to pixels, would help me get the look closer to how it does in-game
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Replying to @AxiomVerge @badlogicgames
The way Spine currently works, even with linear filtering off, animation lerps things at fractions of a pixel, so while the animation might look smooth in Spine, it could be janky in-game
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Replying to @AxiomVerge
I'm not working on the editor, but if you post this on the forums I can let the editor head honcho chime in.
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