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AppGameKit Classic Chat / AGK and Spriter Pro and Collisions?

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SteelPrincess
7
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Joined: 21st Jan 2017
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Posted: 24th Jan 2017 03:28
Hey!

Are there options to detect collisions when using Spriter Pro bones/sprites? Maybe I'm being oblivious, but I can't seem to find anything regarding this.

For instance, let's say you have several tentacle arms animated with Sprite splines, and you want to detect if a sprite, or even another Spriter Pro spline/sprite collides with the sprite? .... without using bounding boxes/circles which would give inaccurate collisions if you were between the tentacles, but not touching them, etc. I don't actually have tentacles, but it's the best way to describe the scenario.
SteelPrincess
7
Years of Service
User Offline
Joined: 21st Jan 2017
Location:
Posted: 24th Jan 2017 18:42
I may have found an additional issue with Spriter Pro imports into AGK; if you use the same image to create multiple pieces-- and use that image as children on a SpriterPro bone, AppGameKit only reads the image once... and applies all children to just 1 position in the animation upon loading into AGK. So, instead of being able to create a flashing checker field with only 2 square sprites and animating each block individually under a different object name (as you can in Spriter Pro)... you actually need to create each individual sprite even if they are the same image for AppGameKit to import correctly.

So, if I have an image called checker.png and then created a sequence of them called checker, checker_001, checker_002, checker_003, in Spriter Pro, etc... AppGameKit places them all in the position of 'checker' and animates them as one, instead of as separate objects designated by Spriter Pro. The only way I found to fix this was to copy the sprite files and give them different names and treat them as different images even though 1 sprite can be defined as multiple child objects by Spriter Pro.

Bug? Maybe?

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