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hyperPad

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  3. Spine 2D Integration

Spine 2D Integration

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  • StanicaS Stanica

    @SplitMindGaming You can also jailbreak your iPad and use Phaser/PixiJS for on-device JavaScript game dev :D

    SplitMindGamingS Offline
    SplitMindGamingS Offline
    SplitMindGaming
    wrote on last edited by
    #27

    @Stanica hmm ive never heard of that. I will look into it

    Aidan_FireA 1 Reply Last reply
    0
    • SplitMindGamingS SplitMindGaming

      @Stanica hmm ive never heard of that. I will look into it

      Aidan_FireA Offline
      Aidan_FireA Offline
      Aidan_Fire
      wrote on last edited by Aidan_Fire
      #28

      @SplitMindGaming What is actually limiting your game? So far I haven't been stopped much by limits other than lag. 3D doesn't exist in hyperPad? Fine I'll make it myself, etc.

      SplitMindGamingS 1 Reply Last reply
      0
      • Aidan_FireA Aidan_Fire

        @SplitMindGaming What is actually limiting your game? So far I haven't been stopped much by limits other than lag. 3D doesn't exist in hyperPad? Fine I'll make it myself, etc.

        SplitMindGamingS Offline
        SplitMindGamingS Offline
        SplitMindGaming
        wrote on last edited by
        #29

        @Aidan-Oxley right now its the screen wrap bug. Alot of elements in my game has to be placed in various exact locations that fit well across multiple screens. Its why i use relative position. Also the overall look of my first level needs lighting for sure as i had plans for dark rooms and only the light from his jetpack to shine the way. Also i had plans to use depth of field objects that parallax with each level. I also wanted to have color grading so the final look can have a haunting feel to it and is consistent with each level of the game. Without these things it would just look bland. Though alot of games actually look like this. I need my game to impose a certain feel the moment someone plays it. The game i showed the developers is only like 10 percent done and alot of the images are actually place holders for whats to come. I compose all my music and also draw and edit all my animations. The main focus im going for is the storyline. Then great visuals and music to compliment the story line. My only weakness is development. Thats why alot of graphic designers such as myself tend to lean toward visual scripting this way we can focus more on the gameplay itself.

        Aidan_FireA 1 Reply Last reply
        0
        • SplitMindGamingS SplitMindGaming

          @Aidan-Oxley right now its the screen wrap bug. Alot of elements in my game has to be placed in various exact locations that fit well across multiple screens. Its why i use relative position. Also the overall look of my first level needs lighting for sure as i had plans for dark rooms and only the light from his jetpack to shine the way. Also i had plans to use depth of field objects that parallax with each level. I also wanted to have color grading so the final look can have a haunting feel to it and is consistent with each level of the game. Without these things it would just look bland. Though alot of games actually look like this. I need my game to impose a certain feel the moment someone plays it. The game i showed the developers is only like 10 percent done and alot of the images are actually place holders for whats to come. I compose all my music and also draw and edit all my animations. The main focus im going for is the storyline. Then great visuals and music to compliment the story line. My only weakness is development. Thats why alot of graphic designers such as myself tend to lean toward visual scripting this way we can focus more on the gameplay itself.

          Aidan_FireA Offline
          Aidan_FireA Offline
          Aidan_Fire
          wrote on last edited by Aidan_Fire
          #30

          @SplitMindGaming I think it's possible to get a smooth working workaround to the wrapping screen bug. Also have you tried making lighting effects yourself using objects? If you want a dark room you can make a large graphic that is completely black but in the middle you have a blurred hole cut out of it, and you could put that on the screen following the player to give the dark room effect.

          SplitMindGamingS 1 Reply Last reply
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          • Aidan_FireA Aidan_Fire

            @SplitMindGaming I think it's possible to get a smooth working workaround to the wrapping screen bug. Also have you tried making lighting effects yourself using objects? If you want a dark room you can make a large graphic that is completely black but in the middle you have a blurred hole cut out of it, and you could put that on the screen following the player to give the dark room effect.

            SplitMindGamingS Offline
            SplitMindGamingS Offline
            SplitMindGaming
            wrote on last edited by
            #31

            @Aidan-Oxley that’s a cool workaround although it is ghetto lol. But with a little smoke and mirrors I think that can pull it off. But what I had in mind where true lighting effects with fall off radius values and spotlights. I also learned cocos2d already can do this natively within its code structure. This is not from cocos2d but this video shows it in effect with unity. It’s pretty cool how you can also change the color value to match the light source.

            Aidan_FireA 1 Reply Last reply
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            • HamedH Offline
              HamedH Offline
              Hamed
              Admin
              wrote on last edited by Hamed
              #32

              Hey guys just want to jump in here.

              Cocos2D’s built in lighting is awful and slow. When we were implementing we made our own from scratch. Unfortunately, it was put on hold because we had to redesign how layers are setup, and the UI / usability around it.

              Yes Unity has lights, and unity has a lot of amazing features. But having the ability to write your own shaders or add code to objects makes things significantly easier. But its also harder if you want to deal with code, or their toolset.

              Also, our entire dev tools are designed around touch and ease of use and overall usability. We don’t like just stuffing everything into a behaviour if we don’t have to.

              Spine based animations super cool and I can’t wait to add it after lighting and shareable objects / behaviours

              1 Reply Last reply
              1
              • SplitMindGamingS SplitMindGaming

                @Aidan-Oxley that’s a cool workaround although it is ghetto lol. But with a little smoke and mirrors I think that can pull it off. But what I had in mind where true lighting effects with fall off radius values and spotlights. I also learned cocos2d already can do this natively within its code structure. This is not from cocos2d but this video shows it in effect with unity. It’s pretty cool how you can also change the color value to match the light source.

                Aidan_FireA Offline
                Aidan_FireA Offline
                Aidan_Fire
                wrote on last edited by
                #33

                @SplitMindGaming If you use a blurry circle graphic like this:
                75723BD8-8CF7-4046-8D5A-884B5FFEC02A.jpeg and give it the dodge effect, it can look like a glowing light too.

                1 Reply Last reply
                1
                • HamedH Offline
                  HamedH Offline
                  Hamed
                  Admin
                  wrote on last edited by
                  #34

                  Also, we need to add cut / paste / undo / redo to behaviours while we’re throwing more stuff for me to add

                  1 Reply Last reply
                  1
                  • HamedH Offline
                    HamedH Offline
                    Hamed
                    Admin
                    wrote on last edited by
                    #35

                    I’m going to push up a beta update in a couple of days so you guys aren’t blocked on making your games waiting for the update

                    SplitMindGamingS 1 Reply Last reply
                    1
                    • HamedH Hamed

                      I’m going to push up a beta update in a couple of days so you guys aren’t blocked on making your games waiting for the update

                      SplitMindGamingS Offline
                      SplitMindGamingS Offline
                      SplitMindGaming
                      wrote on last edited by
                      #36

                      @Hamed you know I love you right

                      1 Reply Last reply
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