Once the rotation is fixed then it will be correct. The video shows my animation with no attempt at rotation - As such I believe that all the bones are animating in exactly the right position. and this is what the crab should actually look like. Here is a video of my crab running in MonoGame. I have managed to get my crab to animate, however I cannot get rotation to work. I feel like I'm almost there, however my problem is that I don't really know what I'm doing lol One more time, sr for my bad English and thanks for reading:DĪ quick update on my run-time. you have to use GdnaBatch ( other batch that we re-write it) Porting libgdx to MonoGame make it really easy to keep Spine up to date and the other important thing is We are huge fan of libgdx The fact that after port some low level stuff of libgdx, it's easy to port other stuff, sometime it just like translate code And this will help us to merge Spine code from upstream very easy randeroo: The fact that we develop Gdna( Gdx + XNA ) as a part of MonoGame, and we merge code from upstream MonoGame everyday and check for Spine update everyday You still can use all feature of MonoGame but when you draw something of Gdna such as: TextureRegion, Sprite, ParticleEmitter, Skeleton. Net, ParticleEffect & ParticleEmitter work well now. Sr for late Nate: Yep I port many libgdx stuff such as: GdnaBatch with libgdx's style (you can draw TextureRegion, Texture2D - them same method as libgdx's SpriteBatch and the default origin is switch to bottom left corner), we have Sprite work the same way as libgdx, the TextureAtlas now work well too you can create it async or sync using Task of. However looks like you guys might get something complete soon which would be great! But it might be easier to port the official c# to MonoGame rather than libgdx possibly. However this bit looks rather tricky and I'd say there is a good chance I won't complete it - especially if the official c# runtime comes out soon - although I guess it is an unknown as to how this will work with MonoGame. I'm just finishing off the skeleton json import at the moment (using ) and then it is just the implementation of the attachments that I need to do. Therefore the approach I took was to try and mirror the libgdx code as near as possible - thus ensuring I could easily update my version as and when fixes were applied to the libgdx version. I wasn't sure when the generic c# runtime would come out and was desperate to start seeing animations in code - also I thought it would be a good way to try and learn more about how the run-time worked. I'm also working on a MonoGame run-time, however I'm way behind you guys. Sr for my bad English and Thanks for reading We haven't test this project in other platform, but we think it only Compatible with. plz tell us, we are student, we just want to learn more But it still lack of many feature, the code is totally free, you can do whatever you want with it:D But if you have any comment about our code, logic, code style, design. Some feature we support in Gdna ( the name of project, which is in MonoGame): TextureAtlas ( we still not support filter or wrap because we will have to work more with texture2D but it can serialize all atlas file from TexturePacker now), re-write SpriteBatch to GdnaBatch, Particle Emitters, AssetsManager ( can load Skeleton and Particle async), Sprite, SpriteA( animated sprite), GameCore2D( make it easy to manage your life cycle and catch Snap event in windows. The fact that we have implemented some amazing feature of libgdx in monogame so it is easy to "convert" libgdx spine to C# spines. I and My friends are working on a game project for windows 8 and we need spine for our game characters so we try to implement Spine for Monogame.
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