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Hello,

I had this idea, to use Photoshop/Spine for creating levels. Not render all out as images, but combine some elements to bigger elements like tiling would work, but without a grid or tiles. So Spine could be a UbiArt-Engine-Editor. I don't use Unity. And why not using a great tool like Spine also for building Levels?

I run into some issues. e.g. Export-Size or how Spine Json Sprites will rendered in e.g. Game Maker Studio. The texture pages in memory are not allowed to be as big as you wanted. So I thought about splitting my Level-elements, but there I found out other "things" and new wishes for next Spine

  • same texture, multiple skeletons in JSON
    platforms, backgrounds etc. having some variation in e.g. size or look, but could not correct with skinning, because not the texture is the problem

if creating multiple skeletons for platforms with a lot of the same pictures you would have multiple atlases with little variation but more space then necessary

  • bounding boxes could be on/off visable in the setup like bones, labels and images (okay, it's others, I see)

  • select multiple bones to create a new skeleton from it with hierachy

  • export scaling not only for the Atlas, but also for the dimension. Scaling the spine to specific pixel-width / hight
    ==> workaround is having a root-bone and scaling down before exporting, but editing is easier in a big scale

also export in a new thread without blocking the program

  • layered animation preview, proof of working together platforms with other environment

and for use with tablet and pen I realy need an Undo-Button, maybe a tool-menu with some buttons for keyboard-shortcuts without the need for other software with overlapping

finding images in the tree could be hard, they are not marked automaticly in the "drawing order". Would be nice to be able to toggle between Slot-name / image-name (with, without path)

exporting all helpings in a video would be also helpful like bounding boxes or names/labels

thx for reading

Turning spine into a full-on level editor might be overshooting.

However, I have had several situations where I wanted tiling textures. (e.g. a repeating beam which stretches from point a to point b and looks bad the further it goes)

However, I have had several situations where I wanted tiling textures. (e.g. a repeating beam which stretches from point a to point b and looks bad the further it goes)

This could maybe achieved with the new path-functions.

Turning spine into a full-on level editor might be overshooting.

I understand. Sometimes with JavaScript also InkScape, Illustrator or Photoshop could be used a level-editor. Maybe someone utilized also MS Word for that. But creating self a complex tool for level editing which would share most of the same tools and gismos like: rotate, scale, position elements, drawing order etc. would cause also a lot of developement time. But using Spine would have the advantage to develope only the "decription of the json file playing". Reducing the chance for bugs in your own engine. Physics, pseudo-physic-logic etc., sometimes is a platform only a picture, sometimes it is a moving picture with collision masks etc., you have to implement all possibilities. Not only logicaly, but also visualy.

So using JSON for Level Data could be the answer. And naming some bones and slots for special platforms etc., could be reduce the developement time.

Awesomenauts Editor and Swords & Soldiers (Ronimo Engine)
The editors of the Ronitech engine - YouTube
please look at the trees, this could done with the new path tool
The level art tools for Swords & Soldiers II - YouTube

and we all know
UbiArt Engine for Rayman etc., I mean not the 3D stuff, but some of the lighting is also possible in Spine, it could be prewied in Spine, but your own Spine interpretation could utilize the bounding boxes, special sprite-names, or the blending etc.
Rayman Legends: UbiArt Engine Explored - YouTube
How Rayman Legends Is Made! - YouTube

iForce 2D Rube for Box2D Physics
Introduction to R.U.B.E Box2D editor - YouTube

InkScape is using as a Level Editor e.g. in a Game Maker Project
InkBridge for GameMaker Studio (two way interface for inkscape to room files) - YouTube

You will see, in InkScape mostly positioning, scaling, copying is used. But InkScape has no "native" animation capabilities.

The idea is simple, not beginning coding a Level Editor from the Scratch :-) but using your favorite "animation" tool, because your "Engine" could decode the format allready.


So scripting in Spine?


Or some Macros
It could be interesting having all World-Elements in Spine, but reposition them into the centre before exporting into a JSON.
And your game engine could ... depending on bones-hierachy ... seperate your World-Elements again.

Ultimately, the complexity on this would annihilate the efficiency of having only a few objects be animated.

I see where you're going logically, but this would end up dilluting the focus on Spine, which is right now focused on being the best 2d animation editor possible. A loss of clarity would mean losing their ability to focus in priorities and directions.

Don't get me wrong - I love their editor too. However, solving instantiation, scripting... it's a lot.

However, I have had several situations where I wanted tiling textures. (e.g. a repeating beam which stretches from point a to point b and looks bad the further it goes)

I know, this solution will not work on every effect, it will not work on waves or zizack patterns, or any pattern that is not a straight line, but it prevents the corners from stretching

It is a proof of concept for Xelnath.

Best wishes.

Yeah this is nice, but I have an animated wave texture 🙂 Thank you tho