Nate

The folder in the cocos2d-x ZIP is named cocos2d-x-cocos2d-x-3.1alpha0.

The iOS and Android example projects are till for v2 and haven't been updated, I'll do that last. I considered deleting them until that was done but then figured that would make more work if someone wants to get to it first.

kzerse, from a few small polls, it seems most users wanted cocos2d-x v3. It is a lot more work to support multiple versions of the same libraries. With 18 runtimes, even just twice as much work is significant. I would rather not officially support older versions if at all possible, especially if only a handful of users need it. If you need to upgrade for new features (meshes, FFD, skinning) then I would suggest back porting those features to the v2 runtime. spine-c does most of it for you, it is only rendering that needs to be implemented. If the existing runtime is working for you, maybe you don't need to use the latest runtime?
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Nate

Nate
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kzerse

When we purchased your product, we heard your plan to add new features including meshes of Spine-Runtime through your forum and Trello board. Of course, we’d want to benefit such new features, so we started game development, utilizing your product actively as soon as the meshes implemented in Spine Editor. Since we had no knowledge that you would drop the support for Version 2, and have been using new features a lot, we need support for V2. (As you know we can’t just version up the engine and we believe there will be many more clients like us as your current customers start utilizing your updated version and realizing your drop of V2 support)

Anyway, if the whole support for V2 is too much burden for you, we are willing to help out and to bear the burden with you together. We can implement the porting for Version 2 but after this initial implementation, the maintenance should be your work to do. Since the changing points of Editor should be reflected in Runtime, I’m afraid that we can’t do the maintenance work. Let us know if it’s possible for you to maintain it once we implement it? Our initial implementation work will also include bug fix

Thank you for your consideration and hope to hear from you soon. Also, if you’d like to discuss this unofficially, please feel free to contact me directly (<removed>)
kzerse
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OlegDustcase

hi again! I have another problem! I create Spine Project in Spine PRO in WIndows 7! But when I try to open this project on Mac, i Have an error "Error occurred when reading project file"! What I can do, to open this project on Mac?
And one more question! Some projects in Spine have problem when importing in Unity! The error is

Error reading atlas file for atlas asset: bonusAtlas
The requested value was not found

How to fix this error?
OlegDustcase
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Nate

OlegDustcase, please start your own thread to discuss your issues so that this thread can remain on topic.

kzerse, if it is unavoidable, I can create a spine-cocos2dx-v2 runtime. This would be a Git repository separate from the spine-runtimes repository. I will do this once the cocos2d-x runtime has meshes, FFD and skinning. I will post in this thread to let you know. Once created, any effort you can provide to help port features from spine-cocos2dx to spine-cocos2dx-v2 would be very much appreciated.
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thirdsmile

I wanted cocos2d-x v2.
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Nate

cocos2d-x (v3) has meshes, ffd and skinning! I'll port this to a v2 runtime soon.
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kzerse

Thank you for your support. I will help if there’s anything I can do for this.
kzerse
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Nate

cocos2d-x versions 2.2.3, 3.0 and 3.1alpha1 are now supported:
https://github.com/EsotericSoftware/spi ... e-cocos2dx

---

spine-cocos2d-iphone has been updated with meshes, FFD and skinning! It also gets blocks for AnimationState listeners. Only cocos2d 2.1.0 is supported, but 3.0 and 3.1 will be coming very soon.

---

There is now a spine-cocos2d-iphone available for cocos2d-iphone 3.0. I will do 3.1 later when it is more stable. It isn't so different from 3.0 anyway. For now I need to move on to the other runtimes!
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scottcgi

Hi , nate, I'm writing runtime code by myself for own engine. When parse skinned mesh ffd , found a strange json data.
The skinned mesh apply ffd , the ffd vertices count sometimes is even number, sometimes is odd number.
In my case , I bind two bones for skinned mesh and apply ffd , the result I get ffd vertices count is 9

I don't know whether it is a bug, In my mind, the ffd vertices must pair of x and y coordinate shows, so must be even number

thanks
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Nate

They are x,y pairs but "offset" is how many entries are zeros at the start. Also, zeros at the end are not output.
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scottcgi

Nate yazdı:They are x,y pairs but "offset" is how many entries are zeros at the start. Also, zeros at the end are not output.
:happy: Thanks for answer, understand ! That means ffd vertices may not ouput 0 data at the end

I got data like below

"head": {
"head": [
{
"time": 0,
"offset": 4,
"vertices": [ 0, 0, 0, 0, 0, 0, 0, 0, 0 ]
},
{
"time": 0.3333,
"offset": 2,
"vertices": [ 10.57, -9.6, -14.2, -1.48, 0, 0, 0, 0, 0, 0, 0 ]
},
{
"time": 0.6666,
"offset": 4,
"vertices": [ 0, 0, 0, 0, 0, 0, 0, 0, 0 ]
}
]
},
Notice, vertices count all odd number, and output 0 data. By your said, it is should be not output 0 :wonder:
scottcgi
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Nate

It's because the values are very near zero, then later rounded to zero for JSON output. Binary doesn't do any rounding. Fixed in next version!
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scottcgi

Nate yazdı:It's because the values are very near zero, then later rounded to zero for JSON output. Binary doesn't do any rounding. Fixed in next version!
:happy: Thanks a lot, get it
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Nate

spine-starling now has meshes, FFD and skinning! It was a bit of work, had to write my own renderer for meshes.
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bakedbeing

Hi matey, great to see the progress on the meshes, ffd and skinning. We're looking at spine for a project at work and we'd be using the spine-C runtime, do you have any idea when that's likely to be finished? The two critical features for quality animation for us are deformation and animation curves over multiple keys. It sounds like you're getting through it pretty quick at the moment!
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Nate

spine-c has been done for a long time. Left is Corona, Love and Turbulenz.
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bakedbeing

Magic, thanks!
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