12/9/2023 0 Comments Dragonbones vs spine![]() That will eliminate the flat files for storing that data, and the need to encrypt them, and it will have all the images and data scrambled into one compact image. Working out a system now for using those spaces to contain all of the bone and sprite placement data (offsets/rotations,visibility,etc.) for the frames. I am kicking around ideas to use these areas for data storage, instead of letting those unseen RGB values sit there doing nothing. The only problem with traditional sprite sheets is all the transparent space being wasted.Įven with trimming and packing the images tight, there is still a lot of area that is blank around the details of the objects. When all is said and done, the new method could consume a lot of space too if you get carried away with it. You don't even need the bones really, just a multidimensional array to store the sprite placement data. Yeah sure, but casual games don't need loads of high end graphics and effects anyway. Quote: " Possibility to import rigged and animated file format without bloating the memory is a really cool thing!" I shouldn't have to read 100's of pages of documentation to learn how to create a spritesheet for one character's walk animation.Ĭonsider what you want as an end result, and what it is going to take you to get there.Ĭhoose the package that has the best interface for your workflow, because you will probably be spending more time dealing with that than with the integration of the output files with AGK. I want to keep it as simple as possible, because a lot of tools for simple things are far too complex in my opinion. That will allow for simple effects, like a breathing torso, without the use of bones by direct sprite manipulation. Thanks to another recent thread on the subject of 2D animation, I am also incorporating size and placement manipulation of any sprite on a per frame basis. My first effort is to allow up to 20 bones, with each having up to four (4) images associated to it for layering of skeleton, skin, clothes, and armor (or anything else). ![]() So, without trying to get my hands on any of those other packages output files for testing the AppGameKit commands, I decided to stick to more of an old school approach to my 2D stuff. I just want a simple 2D skeletal animation tool so that I can swap out images for the body parts and generate the spritesheets for new characters of any saved animation I have created. So, I am making my own tool with AppGameKit, and I know that AppGameKit supports Atlases and Spritesheets in PNG format. I decided to go with the latter, and didn't want to pay $70 for a simple tool for 2D skeletal animations. do I really need in-code bone control (2D Rag-doll?), or just a tool to develop 2D spritesheets. I can't say, because I was interested in using the 2D spines but didn't like the prices of the programs for the two spine formats that AppGameKit supports.
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