My post is 5yrs old, I gave up on this tool a long time ago.
rIKmAN
Creator of
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Great pack and quality animations - thank you!
If possible I'd like to suggest a few animations which would make this pack also suitable to prototype cinematic platformers like Flashback, Another World or the original Prince of Persia.
- Standing Idle (ie. talking to someone - not ready to pounce on them).
- Standing Turn (ie. turn on the spot to face the opposite direction).
- Standing Idle jump straight up to Ledge Grab.
- Standing Draw Gun.
- Crouching Draw Gun.
- Standing Turn with Weapon Drawn.
- Crouching Turn on spot with weapon drawn.
- Hide (moves up "into" screen against a wall).
- "Wall Land" but catching with both hands (like the start of Ledge Grab Climb).
- Interact/Use animation both facing into/out of the screen.
Hopefully you're familiar with the style of games I mentioned and feel like some of these would be worth adding, even if they are in a different pack which you charge for I'd happily purchase it.
Again, great work and thanks!
Hi Ivan,
Do you mean sse_skeleton_update_draw_data()?
If so, you don't need to convert that as it just passed color/alpha information through the extension, the native functions handle all this behind the scenes now so it isn't needed.
In fact you shouldn't need to use SpineSlotExt at all if you are using v2.3.7 as everything can (and should!) now be done using the native GML functions that were added since the v2.2.2 update.
No problem Ivan!
For versions later than v2.2.2 using the native functions is definitely what I'd recommend as it will give better performance than the extension which is written in standard GML.
Swapping over the function calls shouldn't be too difficult as when YYG added the support natively they named their functions pretty similarly to the sse_ function names I added with the extension.
Good luck! :)
Hi Ivan,
The error you posted is because the format of the json file Spine exports has changed, likely due to new features and data added/removed in the Spine v4 export format.
However the functions in SpineSlotExt were added natively into GMS2 way back in v2.2.2, so it is no longer needed in any versions of GMS2 later than that as the functions the extension added (ie. slot colouring) are now "built-in" and a native part of GML and can be found in the manual here.
This information is also noted at the top of the main page.
A few little errors I noticed with the file renumbering where an extra leading zero was added to numbers that were already double digit:
1) Outfit_10 - Outfit_16 have an extra leading zero (Outfit_010 - Outfit_016).
2) Hairstyle_10+ all have an extra leading zero (Hairstyle_010 - Hairstyle_029)
Thank you for the updates, keep up the great work!
OK thanks, was just a little confused by the versioning.
Also itch is telling me that I don't own it on the devlog page here: https://limezu.itch.io/modernoffice/devlog/268689/modern-office-total-revamp but I think this is the same asset, right? - the revamped_v1.0 and itch is just being silly.
He LimeZu, thanks for answering my questions on Twitter.
I have come across a few possible bugs/issues with a few sprites when building the character generator tool I mentioned to you and wanted to report them.
1) Some of the "Hairstyle" sprites have the "sleep" frames at the bottom of the sheet offset incorrectly and the hair covers the face when overlayed. They seem to be 8px or so too low on the hair spritesheet when compared to all the other hair variation.
See example here: 
The Hairstyles affected are:
Hairstyle_5_1 to Hairstyle_5_7
Hairstyle_12_1 to Hairstyle_12_7
Hairstyle_18_1 to Hairstyle_18_7
2) It appears like some frames may be missing, although it could also be intended but I thought I'd mention them anyway just in case.
Hairstyle sprites jump from 22 to 25 (23, 24 missing?)
Hairstyles 27, 28, 29 only have 6 variations, all other Hairstyles have 7
I've only looked through the character generator folders so far but I will be going through the packs in the next days so I will make sure to let you know if I find anything else and will send you a link to the tool once I have added a few more features.
Also, do you take suggestions for ideas for new sprites that you add to these packs or are the additions already planned out / on a roadmap somewhere?
Thanks!
Hey Thomas, I didn't post a list as nsobject pretty much has the same ideas that I did (animations in a game such as Flashback) and I then forgot to post my agreement with his suggestions until now due to real life stuff - apologies!
I was wondering if there has been any progress on adding the suggested animations and releasing them as another addon pack?
Thanks!
I would also be very interested in a pack that added the animations mentioned above, as well as others that would add movements and actions that bring the full set of animations into line with games such as Flashback/Abe's Odyssey and the like.
Hopefully you can find time to release another addon pack in the future, and if you ever require any suggestions for animations to include in such a pack then please let us know as I'm sure I'm not the only one that would be happy to offer suggestions and that would buy the addon pack instantly.
Have a great Xmas and New Year!
Hey there,
Yes, Spine allows you to use slots and attachments to swap out things such as body parts, clothes, weapons etc for others at runtime, that's actually one of it's main strengths.
For exporting and compiling, Spine is supported on all platforms and my extension uses native GML functions so also works on all platforms that it supports.
However, as you say you are using GMS 1.4, you should be aware of a few things:
- iOS and Android exports will no longer be accepted onto the App Stores due to store requirements changing since 1.4 support and updates were ended. You should still be able to test locally on your own devices however.
- GMS 1.4 only supports an older version of Spine, so you would not be able to use the latest version of Spine to create your animations.
I believe the most recent version supported by GMS 1.4 is Spine v3.4.02. - GMS 1.4 has been sunsetted for a long time now so if you want to publish your game onto Google Play or the App Store then you should look into purchasing GMS2.
Hope that helps!
You can use the Hide function to hide selected blocks, export, then Unhide All and repeat the process.
It isn't ideal but probably quicker than your current method, and Kenney has said there are more Hide/Group options coming to the UI in future so you will be able to group objects and easily toggle them on/off for rendering out models in sections as it's something I've also requested and want to be able to do.
How are things going with the rewrite Kenney, all good I hope?
Still on track for a December release?
Also, could you confirm if this bug has been fixed in v2.0?*crosses fingers and holds breath*
It's not so much performance I was thinking of (but I know that tiles are faster than object collisions) it was more from a level / game design perspective where tiles are much easier to work with as an end user, especially with the autotiling stuff in GMS2 and ability to use things like Tiled and import maps directly into GMS2.
I'm not sure if your engine is a port from 1.4 code but it kinda feels like the old 1.4 way of doing things that hasn't been updated, maybe for compatibility reasons so the engine works with both 1.4 and 2.x which would be understandable.
Maybe the script(s) you mentioned to convert tiles / tile layers into the various invisible objects that your engine requires would be a good middle ground for everyone no matter whether they use 1.4 or 2.x?
Hi there,
Unfortunately as this is an extension to GMS, I can only support the latest versions of Spine supported by GMS itself.
For GMS 1.4 this is Spine v3.4.02 as detailed on the GMS 1.4 Required SDKs article.
For GMS2 this is Spine v3.7.x as detailed on the GMS2 Required SDKs article (for GMS2 2.2.2+)
GMS2 v2.2.2+ added the functions in the extension natively into GMS2 itself, so it is no longer needed in versions of GMS2 later than that as the functions are now "built-in" and a native part of GML.
This is stated at the top of the main extension page as a note.
Spine 3.3 was released in June 2016 - over 3yrs ago.
Is there any particular reason you can't update to one of the recommended versions of Spine for use with GMS 1.4 or GMS2 as per those articles I linked above?
Great news that everything is getting back on track after the data loss - what doesn't kill us makes us stronger - and hopefully in a strange way will mean v2.0 is better than ever with the new team members on board.
I hope v2.0 can add some extra export options for 2D and remove the killer bug for me that has seams showing between blocks on all generated images making it unusable for 2D image export.
Extra camera options for zooming / scaling etc would also be very helpful for the 2D export, as well as toggleable layers to hide/show blocks and allow exporting of each layer individually and allow them to be rebuilt on the engine side and make 2D animation possible.
I suggested this with an example of use on the forum a while ago, but if you need more info on what I mean please don't hesitate to ask!
Looking forward to the early release and helping shape this into the must have tool for both 2D and 3D that it deserves to be.
