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Hello Everyone!

I am new around here and I was wondering if GameMaker: Studio and Spine work fine together? I am really interested in getting Spine, but I am not sure which engine I should use. GameMaker: Studio or Unity. If Spine works just fine with GameMaker I will probably go with that, but if not I will go with Unity.

If anyone knows whether Spine is actively supported or not with GameMaker: Studio would you please let me know.

Thank you very much!

Yoyo Games maintains their own internal Spine runtime for their engine. They may be able to answer questions about the compatibility level. 🙂
Also, we haven't heard from any Spine-GameMaker users recently.

Hi and welcome. I just bought Spine yesterday, and maybe this could help you (since I have been two days struggling with this) if you decide to buy it.

(it's a copy paste from a similar post that I answered, with the Spine settings to export the data to your Game Maker project).

Spine Version 3.3.07 Essential
Latest Game Maker version.
Furthermore, I suggest to install the English version of Spine, just in case.

· Export -> Json
Nonessential data (checked).
Pretty Print (unchecked).
Create Atlas (checked).

· Atlas settings:
All Regions options checked (5 options).
Padding X -> 2
Padding Y -> 2
Edge Padding (checked).
Duplicate padding (unchecked).

Pages:
1024
1024
1024
1024
Power of two (unchecked).
Square (checked).

Runtime:
Linear
Linear
ClampToEdge
ClampToEdge
RGBA8888

Output:
PNG, Atlas
Premultiply Alpha (Unchecked).
Bleed (checked).
Scale 1.0

Options:
Atlas extension: .atlas
All unchecked.

Ok, now a very important thing. Create a Sprite in your game, name as you want. And now load only the .JSON archive. Despite Spine generates 3 archives in the same folder, you only have to upload the .JSON. It will take a moment, make sure that there is no error message in the source code. Once the .JSON is uploaded, you will notice that you can't edit the image, and now there is a Spine button to open the Spine program. This means that Game Maker recognised the .JSON.

Never use the Shear option while animating, since is not supported in Game Maker and will give an error if you try to upload the .JSON.

In my case it only works if I put the 1024 number in all the Pages option, maybe someone else made it with a different numbers, please tell us if you know any other working numbers ^^

About your question, sorry, but I don't have enough experience yet. Using the debugger, it seems that drawing the skeletons take a bit more CPU consume, but it needs much fewer memory (RAM and disk usage).

I was using Adobe Flash CS6 for my animations, each creature needed about 75 MB for my game. Now a creature needs about 0,4MB.

I'll need some more time to check everething, but for my RTS game, I think I'll definitely use Spine's skeletons instead of PNGs animations.

Sorry for my bad English, if you need some more help I hope I can help you ^^

4 ngày sau
một tháng sau
Pharan đã viết

Also, we haven't heard from any Spine-GameMaker users recently.

AniBoomBoom đã viết

Spine works with GM:S but only version 2.1.08 it is way behind.

I have no idea HOW it's working (lol) but I'm using Spine v3.4.02 with Game Maker: Studio v1.4.1757 with no problems right now. There was a period when Spine v3 first came out where GM was having none of it (and ran brutally slow when both programs were open) but somehow everything has worked out lol (and it all runs fast again)

Two key notes though:

1) If you use meshes, you'll have to manually open the .JSON file after exporting and change the word "deform" to "ffd" so GM knows where to find the mesh animation data. Just a quick search and replace of one word and it should work perfect.

2) Most of the cool new features probably won't work, but I haven't tested them out. Shearing and all this cool path stuff, you'll want to test to see if it works before you use it. And changing slot colors and Events won't work, but those have never worked in GM. But the basic classic stuff (Transform, Rotate, Scale, Meshes, Transparency, Bones, etc) all work fine. I would do some testing with collision boxes and any other features you want to use outside of that stuff before you lock down to a specific version though.

3) For my export settings I have almost the same as Pequadt, but with both Strip Whitespaces unchecked (but Rotation, Alias, and Ignore Blank checked), and I have a min width/height of 16x16, max of 4096x4096 with Power of Two checked but Square unchecked. It looks like GM just cares that you're using a power of 2 and using that instead of Square means you're going to save more whitespace because it can make rectangular textures whenever possible. If you don't uncheck the Strip Whitespace you'll get parts of sprites leaking into other parts because GM just wants to grab rectangles off the texture.

For anyone deciding whether to use GM or Unity based on Spine support, the Unity runtime is probably a lot better with more feature support. But if you're already a GM user, you can do a ton with Spine...everything in my game here is done with Spine and GM:S:


  • Jeff
22 ngày sau
BPO_Jeff đã viết

1) If you use meshes, you'll have to manually open the .JSON file after exporting and change the word "deform" to "ffd" so GM knows where to find the mesh animation data. Just a quick search and replace of one word and it should work perfect.

Thank you for that tip. Unfortunately using skinned meshes still isn't possible with this trick.
It's sad that spine has such a low priority for yoyo games that they haven't updated the runtime for over 1.5 years now. 😢

I join the discussion because I was also playing around with it, Spine wasn't possible to use in their free version but with the bundle they're having now it was so convenient I had to try- and most of my projects don't work lol. I guess I'll downgrade Spine when I'll develop for GM, but I really hope more of us will also post in their support forums to remind them we exist S:

7 ngày sau

What Erikari said. The only thing we can suggest at this point is to ask YoYo Games to update their Spine runtime. I've seen an engineer of theirs on Twitter saying that they are in the process of updating it. So, there might be hope 🙂

Would LOVE for these tips to work in my case, but alas, they do not. I'm tearing my freakin' hair out over getting 3.0 JSONs to work in GM:S, it's driving me absolutely insane. Just today, I've clean-reinstalled GM:S 5 times, I've switched versions of Spine 5 times doing tests, and I've imported files time and time again... Sifting through workarounds like a madman.

This GM:S update, whenever it happens, will just skyrocket the kind of quality graphics we can achieve with GM:S and Spine together. Guess I'll just animate till my heart's content and just hope that YoYo Games realizes this is an important update that needs to happen.