Spine 2D Integration
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That’s definitely the direction we want to head with behaviours.
The new hub is actually laying the ground work for how we’re going to handle the sharing/distribution. This is another example of how certain features rely on others to be finished first.
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@Aidan-Oxley The ability to talk to the developers is the exact reason why I’m having a hard trying to scout for another visual scripting game engine. Here’s the thing that people do not understand. To me, HyperPad is the best game engine that there is out there for one specific reason alone. It’s the only real game engine which you can build a game straight from a tablet. As apple pushes more advancements with their iPad to be more laptop like especially with the magic keyboard. The future is looking like it will come a day where laptops are a thing of the past. And HyperPad is setting the trend for this. But here’s a scenario on why hyperPad should really put a strict timeframe to capitalize on this situation. Because if another bigger company such as unreal engine or unity decide to put out their own app version of a game engine. HyperPad can be in some real trouble if their app is still at its current state right now. Here’s my dilemma. I don’t know where I should invest my time in. Because my game at this point as far as development wise is at a stand still due to hyperPad limitation and what I truly want to add to my game to give it the more polished look. Should I leave hyperPad to really learn unity in which I already bought the plugin called playmaker to make unity a visual scripting engine. Get everything I really want to be put in my game plus more. Or do I wait for hyperPad in which I’m really gambling with time for them to implement features that are dedicated to making the game not only feel nice. But most importantly look nice. The problem with this method is that if I really invest my time with another game engine chances are I will not return back to hyperPad. Because by then I would have mastered everything that engine would have to offer and people only really use what they know how to use. But the problem with that route is that now I have to sit in front of a computer in which I am not trying to do. So I’m stressed out. I love hyperPad because it really is the future. But I don’t know if I can simply just build my game with another engine. Then decide later to come back. I don’t know.
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@SplitMindGaming Buy a cheap used laptop from Kijiji and install Unity/Game Maker/Unreal and go nuts. I was doing game dev on a netbook in 2013.
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@Stanica I have a MacBook Pro I just wish it was touch screen. I actually did mess around with each of those softwares. Unreal engine is really nice how it has blueprints. It’s just that game engine is more geared toward 3D. Their 2d platform has actually not been supported for a few years now. It’s why I had to ditch that route. Unity however has a real nice 2d option that has all the lights, parallax feature and access to the countless asset store and plugins you can integrate from within. It even has a built in rig editor which is basically spine 2d inside their software to create animations. Game maker I messed with for about a week. It’s cool if it’s also visual scripting but the fact it uses its own language called GML doesn’t play nice when it’s time to learn another software like unreal engine. The best option for 2D is unity but then again testing it on iOS requires unity remote and your device to be hard wired to your pc just to test it out. HyperPad really is the best software out there when it comes to building a straight forward 2D game.
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@SplitMindGaming You can also jailbreak your iPad and use Phaser/PixiJS for on-device JavaScript game dev :D
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@Stanica hmm ive never heard of that. I will look into it
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@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.
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@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.
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@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.
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@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.
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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
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@SplitMindGaming If you use a blurry circle graphic like this:
and give it the dodge effect, it can look like a glowing light too. -
Also, we need to add cut / paste / undo / redo to behaviours while we’re throwing more stuff for me to add
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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
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@Hamed you know I love you right