I am glad find the new function "Event" How to use it?
I am sorry I can't view the youtube,before you help me upload the video to the url http://www.tudou.com/home/_120914632/. It is very helpful,but I find it is not all,the all is like this:
please help me upload the all video and the new function "Event" video.Thanks!!
new function "Event"
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Ha, I wasn't supposed to include the event timeline stuff in the latest build. I forgot to disable it. It is not ready. Documentation will be available when it is ready (soon!).
Hi,
Because there is a post on this topic I just want to ask a question about the "future" event feature. Will it allows to dispatch custom event AND parameters ? I mean basic type of parameters like Strings, number, bool etc.
Thank you
Basic parameters yes, string/int/float. I'm not sure how extensive I want to make it (eg, x number of name/value pairs or just a single string, int, and float). I feel that most game data should be configured in the game. Having to open Spine to change how much damage an attack does seems a bit wrong. Also the API for a single value is simple, the API for x number of name/value pairs is a bit ugly (iterate the list, look for a name/value pair with a specific name, get the value). I'm actually at the point where I need to make a decision either way, so any input is appreciated.
Hi,
I agree that most of the game should be configured in the game not in Spine. One argument should be enough for one custom event. But, do you plan to allow triggered more than one custom event in one frame ?
Thanks
I think a single value is fine, even with a integer its possible to use it as if its a bit field or text option with various characters meaning something. So don't think name value pairs or anything like that is needed.
Each event type can be triggered once per frame, though you can have non-integer frames. Events of different types can be triggered on the same frame. You can create as many event types as you want.
I have a question, the value of the event, do you set it up at the keyframe or as the default value of the event?
For example, an event called "attack", can I setup an integer value of 1 at a keyframe and then a value of 2 at another keyframe (to know, for example, if it's an animation with a second attack event or something like that).
That would be nice, as it would allow more control per keyframe.
I agree with others who have said the game logic belongs in the game and not in Spine and that a simple string or numeric value can be used to identify the action\event. If I had a vote I would go with numeric values, as string comparisons are too costly.
Hi,
Is it possible to have an idea about the feature availability ?
Thanks
Cuellarjmcg :For example, an event called "attack", can I setup an integer value of 1 at a keyframe and then a value of 2 at another keyframe (to know, for example, if it's an animation with a second attack event or something like that).
Yes. An event has setup pose values and values that can be set per key.
bali33 :Is it possible to have an idea about the feature availability ?
I've been wanting to have it done every day for some time now. It'll be done any day. I keep getting side tracked fixing bugs, crashes, supporting users, etc.
Finished it today, plan to release it in a few hours after more testing.
Great stuff, saw change in change log waiting , will a runtime update be published with it or is that coming a bit later...
Update: ok see it in runtimes now for libgdx, just need to wait for cocos2dx one for myself
Yup, see the trello task for the runtime piece. Editor piece is done, in v1.5.01+ which is now available. Gotta sleep zzz, don't find any bugs while I'm sleeping, kthnx!
Big issue now saying my activation code is invalid, tried reinstalling but still same..
Yeah I'm getting this issue as well. I'll send an email with the issue but it looks like the activation server is broken.
Fixed! sorry for the trouble. Nate says me to tell you it was his fault
Thanks, he's forgiven, just this time
I am so excited for events in C#. I can't sleep.
I'm going over the Event Timeline commit to spine-libgdx.
Still trying to wrap my head around it, and imagining how it might work in C#.
API might be different, huh?