This is looking really good, some nice improvements - nice one Kenney!
Will the "hiding" feature be respected by the exporters too?
I'm mainly thinking of the 2D export to simulate exporting layers (via hiding blocks) that can be reassembled on the engine side from the exported images.
It would also allow exporting of 2D animation frames, for example:
1) Hiding a whole plane model and exporting a few images of just the propeller rotating.
2) Export the plane without a propeller.
3) Layer the images back together in the game engine.
4) When played back you then a full plane with an animated propeller.
This was one of my requested features a long while back, so I really hope it's possible as it would be so useful!
I also really hope you have managed to fix the "visible seams" issue in the 2D exporter as that has been a killer for me using the current version for 2D at all.
Keep up the good work and have a great Xmas and New Year! :)
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This is looking really good, some nice improvements - nice one Kenney!
Hoping there are more 2D export options planned than the current version, things like moving the camera zoom / rotation / height etc and ability to manually "frame" a shot rather than preset increments.
The ability to use layers would be awesome (toggle on/off and export seperate layers to 2D)
and would allow easy exporting of seperate sprites that could be pieced back together afterwards to allow easy animation on the engine side.
Also very important would be the "visible seams" bug I posted about which has made the 2D export in the current version useless for me since I purchased.
Keep up the good work, looking forward to 2.0!
It possibly could help, but it depends on your game and what you are trying to achieve.
The extension does not replace the existing GMS collision functions with regards to Spine skeletons, it adds the ability to easily detect one or more slots at a given x/y coordinate (ie. mouse x/y) - this is intended to be used alongside the existing collision functions to give you more options with regards to collision detection. It's also quite simple to implement in that it's just a single function.
If your bullets are relatively small then you could simply use the x/y coordinate of the bullet with this function and you would be returned a list of all slots found at that x/y coordinate to then deal with as you please. It would also allow you to easily have enemies with multiple slots that could each take collision independently from each other - for example a boss enemy who's wings you have to shoot off before you can start damaging the body etc.
If you take a look at the Test Tool and load the "spineboy" example, then you can see what I mean.
If you imagine that the mouse cursor was one of your bullets and the spineboy was an enemy in your game you could easily see which bullet hits which body part and take action accordingly - remove health from a specific body part, change a slot to show a damaged image attachment or even change the animation altogether to have an enemy that changes attack patterns when damaged by a certain amount etc.
If your bullets are pretty large however then a single x/y coordinate for collisions wouldn't work very well and you could either try defining multiple points and doing multiple checks per bullet, or you might be better off using the built in GML functions which allow you to do collisions on the whole sprite or as defined by your bounding boxes in Spine.
Hope that helps.
You can pay using a card by linking it to your PayPal account and then choosing it at the checkout.
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Sure - you can hit me up on Discord: rIKmAN#2213
Glad you got it working!
Thanks for the kind words, and I hope you find the extension helpful.
I have tried to make the extension documentation in the same way - as clear as possible with examples / descriptions of all the functions as well as fully commented code in the example projects showing how each function works.
However if you have any problems then don't hesitate to get in touch.
Also, that artwork looks great! :)
Looks like you didn't take a look at the included README.pdf for how to use the Test Tool! :)
If you haven't generated a .atlas file yet (which from the error looks like it might be the case) then re-export from Spine and create an atlas. The steps to do this are listed on Page 2 of the README.pdf in the Test Tool folder.
Once you have your .json, .atlas and .png files, copy them into the same directory as the Test Tool exe file (spineSlotExt_Test_Tool.exe) and it should work.
If you want to load your skeletons from any other location than the same folder as the exe, then you need to edit your atlas file and add the additional file path data. This is also explained on Page 2 of the README.pdf manual.
As I mentioned though, the quickest way is just to just drop your 3 files into the same folder as the Test Tool exe and load them from there.
If this still doesn't work, then you may have an issue with the path in your .atlas file not pointing to the correct path for the .png file. It's hard to say without seeing the files or knowing how you have things setup inside Spine.
Take a look at the .atlas files for the example skeletons in the "examples" folder to see how "examples/" has been added to the png filepath.
If you copied your files into there then you would edit the .atlas and add "examples/" to the png filepath, the same way as the ones already in there have had this added to their .atlas files.
If you are still having issues let me know and I'll be happy to work through them with you and get your skeleton loaded in or a take a look at the files and see what the issue may be.
If I understand you correctly, no it is not possible to tint certain areas of a slot to create "highlights" within the original source image. This isn't possible with Spine itself either though (inside the editor) and isn't how slot colouring is supposed to work.
You could of course have a "highlight" slot with an image attachment that is positioned over the base image and colour that a lighter colour.
Highlights would normally be created using lighter/darker areas in the original image and the resulting tint would then be lighter or darker based on the blend with the original colour value.
You don't have to use greyscale body parts, but using already coloured parts limits the colours you can tint to, simply because of the way colour blending works.
Using greyscale source images allow you to blend to any colour cleanly and retain shading of light / darker areas by simply using lighter / darker grey areas on the source files. Very easy to manage.
The best thing I can say is to download the Test Tool from the extension page, load in your json files and have a play around with colouring the various slots on your skeleton and see the results.
Many art programs should be able to help you convert any existing "coloured" images to greyscale if you also wanted to play around with your skeleton in greyscale and see the different possibilities when greyscale images are used as the source images.
In terms of Spine version, the extension supports the version of Spine recommended by YYG.
This is currently v3.4.02, and although later versions should work the extension will keep in line with the "officially supported" GMS version.
The general rule is: "If a skeleton will load into GMS as a sprite, then it will load into the Test Tool without issues.".
I made the tool so people could see the end results of slot colouring on their own skeletons before they decided whether to purchase the extension, and it seems this would be ideal for you to do. Test it out with a greyscale skeleton and a colour skeleton and check out the results to see if they are suitable for your project.
If you have any problems with anything let me know and I'll be happy to help.
Oh man I cannot wait for the 2D overhaul, it's pretty unusable for me right now as a 2D guy due to the "seams" bug I have reported.
Are you taking suggestions for features for the 2D side of things?
I have some ideas for features that would make it way more useful for people wanting to use exported sprites in their games rather than 3D models.
Your post was pretty ambiguous - why would I go looking through bug reports for an announcement on a v2.0?
That's why I asked if it had been "announced" - being mentioned in an unrelated comment in a random bug report isn't really an announcement.
Thanks anyway, I'll tweet Kenney and see what he says.
So it is a reproducable bug, but only on PC?
Thanks for testing/confirming the problem NottheDan, appreciate it,
Has nobody else come across this issue before and is anyone reading this willing to do a quick test?
Is this software still being updated / bug fixed?
Seems Kenney doesn't post here much anymore.
- Open Asset Forge 1.3
- Choose 'cube' from the 'primitives' group
- Place a 3x3 grid of them
- Colour the cubes (this shows the issue clearer than plain white)
- Click '2D Sprite' in the top right
- Choose 'Isometric' from the camera preset
- Choose "Large' as the sprite size
I have literally just done this now and got the exact same results as I posted in my OP.
This is the result in the preview window:
This is the result zoomed in a little to show the lines:
I just placed together 3x3 cubes in a grid and tried exporting them as an isometric sprite.
However when exporting, there are visible seams showing between the cubes which look pretty ugly:
Am I doing something wrong here or is there any way to smooth these over so you can't see the seams?
I tried making each cube slightly bigger so it overlapped into the next cube but that didn't work either.
Any help/advice appreciated.
Do you have a rough ETA of when you will be reworking/adding to the 2D Export stuff?
I'd be using AssetForge for 2D sprites and am holding off purchasing at the moment as the features don't seem quite there yet for 2D.
"Right now Asset Forge essentially takes a picture of your 3D asset from any number of angles and exports that as an PNG for your 2D asset"
Could you clarify this, as I was told in another thread you can only select from a preset number of built-in angles, and you don't have manual control over the camera or angle you can export a 2D sprite to.
I am on the edge of purchasing, but the 2D export options don't seem quite there yet.
I second this idea, but with the caveat that hidden blocks should not be rendered on export to a 2D sprite.
I would love some 2D animation tools in AF, but if that isn't going to happen then allowing the hiding of blocks on 2D export would at least allow the exporting of different parts to pngs, which could then be layered in Photoshop (or similar) to allow the creation of animated sprites.
Export a planes propellers in multiple rotations.
Export just the plane body.
Combine them in Photoshop to make an animated spritesheet where the propellers are turning.
I also work in 2D and asked the question about which angles were available on reddit but haven't got a response yet.
I assume from your reply that you cannot freely adjust the camera and have to use one of a list of preset angles?
If that is the case, could you list which angles are available as that info isn't available anywhere I can see.