• Editor
  • Futureproofing Animations (4k+)

Just thinking out loud. I realize there's way too much else to do, but I'd hate for this to come up too late.

So I'm going to have animations a year or two from now; Lets say I've got a whole bunch. One day I discover that "oh crap", my texture size is too small. I go through, doubling or quadrupling all my exported texture files. Fire up in Spine to re-run the texture packer, and .. oh boy, things just exploded in my face!!

I'd like it if I had a clear/obvious way to up-res my assets. If it was just texture files, I could easily hack my code to scale my coordinates (or with the old UVs, it would just work). But the way the Spine workflow is, I need Spine to generate the Atlases from my components. I might be able to hack something still, as all components seemed to be scaled about original image centers, but you really can't work in the Spine app after changing your asset sizes. Something like a global image scale in the Spine editor file might do the trick (plug in 2.0, or 0.5, etc).

This basically happened on Mobile. We started with tiny 480x320 iPhone screens in mid 2008, and hit 2048x1536 iPad 3's in early 2012 (less than 4 years later, we needed 4x the resolution). I lucked out doing the art for my 2008 game with 1080p HD in mind, but I wasn't expecting to have a 5" 1080p phone in my pocket a few years later.

Fast forward to today, 4k is real. If I wanted to, I could go out buy a bargain 4k TV for ~$1500, or a good one for $4500. That's pretty dang high-res, maybe too much, but we have companies like Samsung threatening to release 4k phones next year (CES just a few weeks away). Like it or not, 4k is a thing.

So really, all I'm saying is it shouldn't be much of a stretch to want to be 4k ready.

For performance reasons, it makes sense to work in 2k. The laptop I work on is not 4k; It's not even 2k. But having a clear way to go to 4k and beyond would be comforting. 🙂

Related Discussions
...
  • Đã chỉnh sửa

It's true that there is no easy way to change the resolution of images used in Spine. However, you can work in Spine at whatever resolution you like and then at runtime set a scale to use higher or lower resolution images:
http://esotericsoftware.com/spine-using ... s/#scaling

  • Đã chỉnh sửa

I wouldn't say it's (just) for futureproofing. Its current use for multi-platform stuff is very relevant... though getting less and less so. I kinda I hate how phones are starting to have better resolutions than my desktop monitor. :p Their GPUs and specs are starting to catch up too.

Why don't we have 4k monitors yet? ;___;

But for one exported JSON (which kinda defines base in-game scale * the json scale)— without changing it for every resolution—, it's perfectly fine to use differently-packed atlases, right?
Differently packed, meaning, with the atlas scaled down (or up). TexturePacker Pro has a scaling feature and it's kinda worked fine, but I've never tried repacking larger versions of the images.

Are there problems to look out for with this? Some padding stuff maybe?

You use a single exported JSON and pack a separate atlas for each runtime size you want, no gotchas. Spine's packer currently doesn't support auto scaling though, so you'll need a set of images at each size.