Spine plugin update

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  • Use the bounding box override properties to set the size of the render.

  • i see, i was able to not have anything get clipped by setting the bbox sizes to huge numbers. thank you

    i can't seem to figure out how to center my spine object within the white box during runtime.

    spineObject.textureWidth and height returns the bbox override values

    spineObject.width and height returns the size of my initial spineObject within the layout editor

    i want to be able to do the following during runtime:

    - center each dynamically created object within the white box (e.g. the hat and scarf needs to be higher. the blue cape's y position looks fine, i just need to adjust it to the right)

    - increase or decrease the size of the spine object to fit within the white box (e.g. small objects like the hat and scarf needs to be much larger)

    thank you, Mikal

  • Can you comment more on your use case?

    For example in our game which uses Spine extensively for the characters with a lot of customization, we have a shop with all the available items to add to the spine character and show them all and let you add them to the spine characters in realtime. However, in the shop on a per item basis, we don't use a spine object per item, to show it. Instead, we just a normal sprite with the image for the spine attachment.

  • i think that's pretty much similar to what i'm trying to accomplish so i won't need a separate image for each part. that's not possible?

    did you guys have to create a sprite object for each attachment? or as frames in an animation and every attachment has a corresponding index?

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  • We used a ProUI addon called remote sprite, but you can do it with normal sprite also and we fetched the png from our CDN.

    You can also just frames of animation and a map between frame and item.

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