Tim
Member
There has been a bug chillin' in the YoYo Games database for about two years and I am wondering if we might get some traction on it. It is about allowing GameMaker to 'hear' event triggers set into Spine's animation timeline. The bug is here:
http://bugs.yoyogames.com/view.php?id=16582
If this system could be hooked up it would be incredibly useful for nearly anyone using Spine (link to homepage here) and GameMaker and maybe even make a few converts. Read on!
The short of it is you can set snippets of code into Spine's animation time line and have them triggered on specific frames. Examples:
If anyone is curious about our workflow I can give a broad summary. We use Spine for all character and background animation. If it's animated, it is pretty well done in Spine and brought into GameMaker. From my perspective it has been a huge time saver for our small team. I can't imagine Boss 101 done without it and done in the same amount of time. Your mileage may vary and it might not be the best thing for you but it is worth a look. There are a couple pricing tiers and honestly - the lowest price one has all the features I ever use. If you have further questions you can message me or ask here. I will answer as I can.
Thanks for reading and hopefully this lands under the right eyes.
-Tim
http://bugs.yoyogames.com/view.php?id=16582
If this system could be hooked up it would be incredibly useful for nearly anyone using Spine (link to homepage here) and GameMaker and maybe even make a few converts. Read on!
The short of it is you can set snippets of code into Spine's animation time line and have them triggered on specific frames. Examples:
- You could set a 'gunflash' animation to happen during a particular frame of a gun firing
- You could trigger footstep sounds when your character's feet hit the ground by entering the trigger the correct frame
- You could have an object spawn particle or even other objects when it is running a 'destroyed' animation.
- Generally speaking this is a system to allow syncing and creation to happen via animation triggers in a pretty straightforward manner.
If anyone is curious about our workflow I can give a broad summary. We use Spine for all character and background animation. If it's animated, it is pretty well done in Spine and brought into GameMaker. From my perspective it has been a huge time saver for our small team. I can't imagine Boss 101 done without it and done in the same amount of time. Your mileage may vary and it might not be the best thing for you but it is worth a look. There are a couple pricing tiers and honestly - the lowest price one has all the features I ever use. If you have further questions you can message me or ask here. I will answer as I can.
Thanks for reading and hopefully this lands under the right eyes.
-Tim