longkas

  • 14. velj. 2018
  • Pridružuje se 25. lis. 2013
  • Hello,
    I'm developing a game using Libgdx and Spine, and I would like to package a test version for both Windows and MacOS, as Libgdx using Java, my problem is how to check the Java installed on the client and how to guide the user to install it. My plan is to create an update checker program for all platforms to check the Java and also the game version.
    I have noticed Spine has multi platforms installer, is it possible using Java code to make it?

    BR

  • So nice, I love it very much.

  • Hi,
    I just find the artist for your game from the game info, many thanks for that :love:

  • Thank you for your reply, may I get contact infomation of the freelancer, and how much did you pay
    for the art work. I'm really stuck with the art thing 🙁, many thanks if you can help me.

  • The game graphics looks nice, btw, did you draw the background and character yourself or you employ someone, I'm interested in it because I find its so hard to draw something well for me. Nice work.

  • So nice, if I can draw a single picture like you... Merry Xmas

  • Pharan wrote

    The first one looks like premultiply alpha is checked. The second one looks like it's not.

    Looks like the two different defaults might be a bug.

    But the first one is not "wrong". It's just packed with a premultiplied alpha channel. This is ideal if you also use a shader with premultiplied alpha blending (which is faster to render). The first one will look perfectly fine in-game. No seams or black edges or anything. But you need to use the correct shader based on what you exported.

    Thanks for your reply. I'm not familiar with the shader you described, I'm confused a little, is that
    a) use premultiplied alpha channel has many benefits
    or
    b) we can use premultiplied alpha blending to achieve some color result we want

    Forgive my bad English if my question is not clear, maybe the question should be: In what situation, its better to use premultiplied alpha channel

  • Different ways to create atlas with different result and one is wrong:

    1) Select Export -> Json ->select create atlas and then click Export, then I find images in the atlas file have wrong alpha part, see the first attachment.
    2) Do not change any texture packer settings, Select Texture packer... in the menu and pack the images, the result is ok, see my second attachment

  • I find the reason is I add a bounding box to a bone directly, if I create a slot first and then add a box to the slot there will be no issue.

  • In setup mode, I try to add a bounding box to root or any other slot, it will crash when I enter the box name and click ok.
    Heres the log:

    Spine Launcher 1.5.1-full
    Licensed to: *******
    Windows 7 x86 6.1
    Java 1.7.0-u6-unofficial Oracle Corporation
    OpenJDK Server VM
    Up to date: 1.6.35
    Spine 1.6.35-full, LWJGL
    NVIDIA Corporation
    GeForce GT 220M/PCI/SSE2
    3.3.0
    Started.
    Uncaught
    java.lang.NullPointerException
    at tb.a(SourceFile:665)
    at sj.a(SourceFile:1018)
    at sn.f(SourceFile:838)
    at afs.a(SourceFile:72)
    at sn.a(SourceFile:829)
    at hz.a(SourceFile:89)
    at jl.a(SourceFile:28)
    at gu.a(SourceFile:165)
    at gu.a(SourceFile:136)
    at com.badlogic.gdx.scenes.scene2d.ui.Button.b(SourceFile:117)
    at hv.b(SourceFile:90)
    at jn.b(SourceFile:85)
    at ha.a(SourceFile:57)
    at hc.b(SourceFile:343)
    at m.b(SourceFile:94)
    at bf.d(SourceFile:303)
    at as.run(SourceFile:228)
    at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:251)
    at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:711)
    at java.awt.EventQueue.access$000(EventQueue.java:104)
    at java.awt.EventQueue$3.run(EventQueue.java:672)
    at java.awt.EventQueue$3.run(EventQueue.java:670)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:76)
    at java.awt.EventQueue.dispatchEvent(EventQueue.java:681)
    at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:244)
    at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:163)
    at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:151)
    at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:147)
    at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:139)
    at java.awt.EventDispatchThread.run(EventDispatchThread.java:97)

  • @Nate, thanks. For me I'll keep the PRO license. I'm not good at drawing and for that reason, when I want to make smooth animation without much art skill, Spine become a really nice tool.

  • What, I just purchased $249 for a PRO version the day before yesterday 😢 😢