Spine - 2d Skeletal animation tool

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Post » Thu May 09, 2013 7:10 pm

https://trello.com/card/generic-javascript-runtime/5131f92a7d6864661c002455/25

Javascript runtime is done, but Nate's not very keen on working on a C2 plug-in...
Is there anyone who can help? I know Ashley's swamped... Perhaps asking on this Trello ticket for support?? :Dgammabeam2013-05-09 19:11:01
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Post » Fri May 24, 2013 2:18 pm

Nobody? :(
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Post » Sun May 26, 2013 7:33 pm

It would be nice to see a C2 plugin for Spine! I would probably make a lot of use of it then!
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Post » Fri May 31, 2013 9:07 pm

I know the Spriter guys have gone through some rough times, I'm very sad upon their misfortune. Truth is, Spine is a superior tool. I've tried to communicate this several times, but Spriter lack every important tool an animator need: Control of timeline measurement, multiple timelines, post-construction modifications (good luck adding any sprite to an already done animation) and the feature lacking most of all: Curves.

There will probably be very little support for Construct from Spine.
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Post » Sat Jun 01, 2013 10:06 am

Really like where spine is going, also the updates rock... I thought that spriter will somewhat catch up, yet it doesn't seem so..

Maybe in future someone will do the stretch on support to C2...
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Post » Tue Jun 04, 2013 11:20 pm

[QUOTE=Julmust] I know the Spriter guys have gone through some rough times, I'm very sad upon their misfortune. Truth is, Spine is a superior tool. I've tried to communicate this several times, but Spriter lack every important tool an animator need: Control of timeline measurement, multiple timelines, post-construction modifications (good luck adding any sprite to an already done animation) and the feature lacking most of all: Curves.

There will probably be very little support for Construct from Spine.[/QUOTE]

Hi Julmust,
To clarify, Spriter has had seperate timelines per object for the last couple of builds, and the new build which will most likely be released tomorrow finally has many of the post-construction features which we'd agree with you were long-overdue (like everything else, due to the delay) Speed curves are not in this build, but will definately be part of 1.0's feature set and in fact might appear in the following build.

cheers,
Mike at BrashMonkey

Her's a video showcasing the features for the current build:
Spriter features overview

The part about the multiple timelines is almost exactly at the 10 minute mark.
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Post » Wed Jun 26, 2013 3:03 pm

I've tested this new version and it is fantastic. Spriter is really shaping up :D
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Post » Wed Jun 26, 2013 7:44 pm

As an animator, and having tried both software, I'd recommend placing a bet on spriter. At the moment it still lacks features and it won't be flexible enough for use on huge projects until several builds, but spine's classical systems are slow to use, while spriter is very swift and easy to use.
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Post » Fri Jul 19, 2013 1:09 am

Currently Spriter does not work with Cocoonjs due to XML limitation in Cocoonjs.

Spine doest not support or have any plugin for Construct 2...

So any other tools that we can use that support cocoonjs and Construct 2 at the same time ?

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Post » Fri Jul 19, 2013 2:48 am

Just wanted to show my support for Spriter. I've been using it on a pretty big Metroidvania game which is almost ready to show. There are some features missing like curves that will hopefully be implemented soon, but it is very capable software. I thought I read Spriter should work in CocoonJS soon too.

Here are some images of my game from an old build. Hope to have some video soon so you can see how fluid Spriter animations are.
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