Arrow Key / Controller Movement + Spine Animations

  • #20, by afrlmeThursday, 23. June 2016, 23:16 6 years ago
    Spine should work according to SimonS. I don't have any documentation for it, so I've no idea how to actually use it myself or where to even begin. I also don't own Spine.

    What do you mean by 250 images? Are you talking about 250 frames in a single animation or are you talking about 250 frames spread out over various animations for said giant? Because I can't recommend 250 frames for any single animation. At most you should be aiming for about 24 frames or less per any animation, though you can use more if you want.

    Quick tip #1: VS accepts webp image format. I highly recommend you convert all your png / jpg files to webp lossy quality 100 as it's hard to distinguish the difference between those & lossless png versions, plus you get the bonus of massively reduced file-sizes when using webp (anything up to 50% less than the original png file-size), which means your animations / images will load much faster than png versions.

    https://wiki.visionaire-tracker.net/wiki/Image_Encoding

    Quick tip #2: Try to refrain from using duplicated animation frames for the sake of making your animations look smoother. I am talking about using the same image multiple times in a row (different files) as you can specify the delay / pause value manually between each animation frame if you so choose. You can also manually insert new animation frames & you can also control the global delay / pause value between all frames, as well as the playback order (forwards, backwards or random - we don't have a pendulum option yet, but I think I will put in a request for it to be added at some point).

    https://wiki.visionaire-tracker.net/wiki/Game_Optimization

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  • #21, by AvenFriday, 24. June 2016, 10:02 6 years ago
    Awesome information! That really helps for my upcoming work - thank you. And yes I mean 250 images - maybe 150. Don't know yet. Example:

    A giant move around, turns to hero, sit down and look on him while his face get's closer to player. For this long animation there should be lot's of images I think it has to look "smooth". That's why I am asking.

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  • #22, by afrlmeFriday, 24. June 2016, 12:57 6 years ago
    2D games don't need to look anywhere near as smooth as animated movies. There are various tricks you can employ (as mentioned in the optimization wiki article I wrote & shared with you). Like I said, ideally you should be aiming for around 24 frames on average for most animations because 2D animation is a lot more taxing than most people seem to realize...

    You have to think about all the other images & animations that you have on the screen at the same time. The more animations you have running, the longer it will take the scene to load & the more VRAM (system resources whatever) you will end up using.

    Something you could consider is splitting the animation up into multiple animations. One for the sitting, one for the turning & one for when he starts leaning in towards the player, then a final one for idle in that position maybe.

    Also for large animations you want to make sure you crop them as much as you possibly can. It's bad to have animations where each image has the same canvas size as your default game resolution because they also unnecessarily eat into your available system resources & add additional loading times to your animations.

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  • #23, by AvenFriday, 24. June 2016, 13:28 6 years ago
    Okay I understand. And yeah splitting and idle between is a great idea and makes sense. Thanks for your answers. Always helps me to find the right answers and ideas. smile

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  • #24, by SimonSFriday, 24. June 2016, 17:44 6 years ago
    Spine Json files are loaded with the model file option, for scene objects and for characters. When an animation is created you can choose the spine animation with settings icon.

    Should be pretty easy, also the support isn't yet finished, most features should work.

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  • #25, by AvenFriday, 24. June 2016, 18:45 6 years ago
    Whaaat? It's so easy haha. I will try it out on weekend, thank you SimonS! smile

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  • #26, by AvenMonday, 27. June 2016, 10:50 6 years ago
    Spine Json files are loaded with the model file option, for scene objects and for characters. When an animation is created you can choose the spine animation with settings icon.

    Should be pretty easy, also the support isn't yet finished, most features should work.


    Hi SimonS! I've tried it on weekend but it it don't worked. Can you create screenshots, please, which describes the exact way where to click? Sorry for the circumstances :/

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  • #27, by afrlmeMonday, 27. June 2016, 12:03 6 years ago
    http://www.visionaire-studio.net/forum/thread/visionaire-stu...

    Simon posted a bit of info on how to use Spine animations on the second page of the thread I linked above (about 6th post down).

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  • #28, by SimonSMonday, 27. June 2016, 14:38 6 years ago
    You might need zoom around a litte afterwards.

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  • #29, by AvenMonday, 27. June 2016, 15:22 6 years ago
    Yaaaaay! I got it, thank you so much, SimonS! smile

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  • #30, by bananeisafreeThursday, 30. June 2016, 13:13 6 years ago
    Hmmm ... For some reason, there are no graphisms comming with the animations ...
    I got the correct number of frames, each one of them is blank !

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