Have you considered adjusting the composition of the player and enemy sprites so you don't have to adjust the drawing order? Perhaps make the player dodge backwards instead of crouching, or crouch low enough that the punch looks like it's sailing over their head without overlapping. Alternately, move the sprites further apart so that the fist doesn't reach beyond the player's body, so that it makes sense that the fist never overlaps the player.
spine-godot Runtime released
Ryusui a écritHave you considered adjusting the composition of the player and enemy sprites so you don't have to adjust the drawing order? Perhaps make the player dodge backwards instead of crouching, or crouch low enough that the punch looks like it's sailing over their head without overlapping. Alternately, move the sprites further apart so that the fist doesn't reach beyond the player's body, so that it makes sense that the fist never overlaps the player.
Hi Ryusui, yes, I have tried it, I have to keep in mind that the player can either dodge the hit or then take damage and for that there will be a taking damage animation. I have tried different positions and this is the only one that works for all actions.
Would it be possible to get pre-built versions of the runtime with Godot 4 that line up with the alphas (or beta, which is due very soon)? I know neither Godot 4 nor Esoteric's support for it is stable yet, but a lot of folks are trying to get a jump on Godot 4 for various reasons (myself included) and would love to be able to use Spine without having to custom build everything all the time.
Really appreciate you all!
You can count out alpha builds, since they're still finalizing APIs and whatnot. Beta is possible, but still doubtful unless there's some huge demand for it.
You can fork the spine-runtimes repository on GitHub, enable Actions on your fork, then modify this file in your fork:
https://github.com/EsotericSoftware/spine-runtimes/blob/4.1/.github/workflows/spine-godot.yml#L16
Change the GODOT_TAG
value from 3.5-stable
to master
and the GODOT_VERSION
to whatever you like, e.g. 4.0.alpha
. You can then manually trigger the Build and Publish Godot editor and templates
workflow on GitHub. If the build succeeds, you can download the binaries from GitHub, like for this run:
https://github.com/EsotericSoftware/spine-runtimes/actions/runs/3043534000
We currently simply do not have the resources to support both pre-built 3.5 and 4.0 binaries. 4.0 is still in flux, even if the API is frozen, and has quite a few bugs. Before there's a stable release, we won't be able to suppor it I'm afraid.
Understood. I appreciate the suggestion of running it myself. I had been building locally but running in to errors, I'll give GH Actions a try.
Godot 4 won't be stable for the next 6 months at least. And while most things are locked in, there will still be some API changes so officially supporting early beta versions seems counter productive.
I'd rather see current Godot 3.5 issues resolved like this one: https://github.com/EsotericSoftware/spine-runtimes/issues/2119 and stuff like the .json conflict with Dialogic and similar plugins.
EDIT: And now that https://w4games.com/, a corporate entity founded by lead developers of Godot, exists, there should be no issues with representing interests of Spine in a commercial context. They're not FOSS purists and no one will get lynched by interacting with them via regular bug reporting and feature proposal channels.
I've now "fixed" the .json
issue. More infor here: https://github.com/EsotericSoftware/spine-runtimes/issues/2134
Blog post will also be up this week. TL;DR: backup your project, use the convert.py script to rewrite files, open project with Godot editor containing the latest spine-godot.
Mario a écritI've now "fixed" the
.json
issue. More infor here: https://github.com/EsotericSoftware/spine-runtimes/issues/2134Blog post will also be up this week. TL;DR: backup your project, use the convert.py script to rewrite files, open project with Godot editor containing the latest spine-godot.
thanks a lot
Hi, I don't know why but when I run the convert.py script to rename the skeleton.json file it shows several errors. I also tried to use .skel file export with no success. Can somebody explain me what i'm doing wrong?
It looks like your skeleton.json
is in use by another process. Maybe try closing Godot, then run the script.
Mario a écritAye, it's on my todo, see EsotericSoftware/spine-runtimes2134
Thanks!
Are there plans to release Mono builds? I tried compiling myself but haven't been successful.
We currently have no plan to do that I'm afraid. However, with Godot 4 getting more stable, and GDExtensions also getting stable, we might be able to switch the Godot Spine Runtimes from being an engine module to an extension. Then you should be able to use vanilla Godot with whatever language support you want and drop in our runtime. This will be a while tho, as GDExtensions isn't finalized yet.
Hello guys, :grinteeth: I'm doing a boxing game in Godot with Spine and I don't know how to solve this problem. I'm now programming when the player gets hurt animation. The player has a tail attached to the head and when it dodges to the left or to the right the tail attachment changes. I created a get hurt animation that only changes the upper part of the player, and it works fine except the tail. You can watch it in the video.
Replied in the separate thread.
I have been experimenting with it more. Is there a way to import the SpineSprite in a 3D scene for a 2.5D set-up?
Currently, there is not.
See https://github.com/EsotericSoftware/spine-runtimes/issues/2135
Will there ever be the possibility of swapping attachment images from disk like you can in the Unity mix and match example for runtime skin creation purposes? The docs mention attachment API is not exposed to GDScript - will this continue to be the case for future versions of the runtime and Godot engine?
The specific use cases I have in mind are mod support and also for performance reasons when a character can have hundreds of equipment items which would produce rather huge atlases with a significant memory footprint if loaded at once. It would be preferable to create a base Spine character with a template skin for each equipment type and then grab the images from disk later when necessary.
I sure would like to support that, but currently see no technical way to achieve it easily. The issue is that accessing files outside of the package Godot creates when you export, which is possible, but not in a way that'd make it easy to use for end users.