vegard

(I hope this is the right subforum.)

It's not much yet, but I finally started implementing some keyboard controls for this little guy and I'm starting to grasp how to do things properly with track mixing, etc.:

output-30fps.gif


There are some parts that could do with a tiny bit of easing in/out. For example the aiming is implemented as an animation that only has keyframes for the arms so it can be overlaid on top of almost any other animation, but right now it's just toggling that animation track's opacity between 0 and 1 and what I need is to queue either the aiming animation or the empty animation depending on which direction I'm switching in. And the same for the kneeling animation.

I know this doesn't really show off much of what Spine can do (yet), but I want to say that after having done the initial setup, creating new animations is a breeze. I'm no artist and no animator, but I can still make it work somehow in Spine and that's really encouraging for me.
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vegard
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Nate

Cool! I'm glad that you are finding Spine easy to work with. :)
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Nate

Nate
  • Posts: 12140

Harald

Thanks for sharing, it looks fun to play already!

It somehow reminds me of this great game:
http://www.thewayoftheninja.org/nv2.html
And Commander Keen of course 8)
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Harald

Harri
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RA31596

nice control feedback i think . is it programmed on unity or you use something different?
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RA31596
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