Tomski

  • 24 nov. 2019
  • Inscrit 27 sept. 2013
  • I noticed the trello board said this is now done for the libgdx runtime.

    How should this be implemented, should this pseudo be sufficient?

    SkeletonAttachmen attach = new SkeletonAttachment("mynewattachment");
    attach.setSkeleton(myAttachmentSkeletonReference);
    someSlot.setAttachment(attach);
    

    This alone seems to disregard the slot's position in the world, and the attached skeleton just seems to play about relative to the origin (0,0)

  • Hey all,

    Thought we might share our Ludum Dare entry here as we used Spine for animating the player, and the menus. Such a great tool, and so quick to use and integrate within projects. We had planned for crazy attachments and hats, but we didn't have time to implement it in due to networking problems 🙁

    Everything was made completely from scratch in 72 hours (With some exceptions like our borrowed music and font/small bits of code here and there from our other projects), including fully working server-client network for 4 way over the internet. (We didn't think it was up to scratch so didn't fully deploy many servers, lesson learnt, dont debug heavy networking apps from within the IDE, performance suffers dramatically, duh!)

    The game and download: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=30523

    Basic idea: 4 way multiplayer with controller support and also some CPU player support, they just aren't the smartest. One potato is the only weapon, and you must throw it before it gets too hot and takes damage from you. The longer you hold onto it, the more damage and power it has when it gets thrown. Controls are on the ludum dare page 🙂

     Loading Image

  • Gotcha, that sounds like the reasonable way to go, at least until skeleton attaching gets added, if it does get addded.

    Thanks for taking the time to explain this, much appreciated 🙂

  • Ah that would be perfect for this. You can tweak draw order for bones over other skeletons? I thought it was only for the 'local' skeleton.

    Maybe I am misunderstanding, but how I am thinking about this, the weapon and the character would be two different skeletons, and I would be just positioning the weapon in the correct place at runtime, which would be the dummy weapon bone's transform from the character skeleton.

  • Yeah, that makes sense. Would you suggest having arms/hands on the weapon skeleton itself? I would imagine that would be the easiest way.

  • What is the best way to go around having specific animations for attachments?

    Say, for example, if I have lots of different weapons that will be used as attachments but I would ideally like to have animations for the weapons themselves which would change for each weapon (different shooting styles, some weapons more complex, ect)

    Whats the smart way of going about this? Would it be to create separate animations for the bone related to the weapon slot?

    🙂

  • Hey Shiu,

    Email i use on kickstarter: tomwojciechowski@asidik.com
    Name on kickstarter: Tom Wojciechowski

    I backed the second kickstarter.

    Thanks 🙂

  • Those dynamic textures too 😮

  • Well done Nate & Shiu!!!

  • You can change the playback speed in the editor if you wish to see what your animations look like at a different frame rate