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hi, everybody

Is anyone plan to develop a 2d fighting game with Spine?

I plan to, but I find some limitations when design the character actions.

I can hardly implement the action with turn around

something like this action:

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Is there any method to implement this action?
I know we can use “sequential frames” in some of the slot, but it seemly to hardly implement turn around though.

Spine should be good with this type of animation. You say you think you'll have problems with turning around? Your examples don't show turning around. Usually this is done instantly with sprite animation, plus you don't want turning around to take much time, even if it were animated. Your examples don't have many individual frames and they would have even less when using Spine, so needing a few new images here and there to get the exact effect you want is probably not an issue.

I've done some turning around (for climbing the ladder) for my game, but don't have examples - it is posibble to do in Spine however and not that hard (you need to swap images in slots a little).

Nate wrote

Spine should be good with this type of animation. You say you think you'll have problems with turning around? Your examples don't show turning around. Usually this is done instantly with sprite animation, plus you don't want turning around to take much time, even if it were animated. Your examples don't have many individual frames and they would have even less when using Spine, so needing a few new images here and there to get the exact effect you want is probably not an issue.

thanks for your reply~

but I can't fully understand your words, maybe I not express myself clearly.

what we implement atually is:

1)save resources size using Spine
2)change character's costume according to some game logic using Spine

after watch the video, we thought that
1)we must split the character's picture into splices, so we can change some of the consume, just like your tutorial
2)2d skeleton has its limitations, so we must use sprite animation

but it is hard to change consume when use sprite animation.
so is there any way we can work it out?

or can your company offer some training for us, or we just give you some gif picture, and then your company offer the video about how to make it.

we will pay for it, of course

You'll need to do image swapping for that kind of animation. There really is no magical way of doing it, the only other option is working in 3D, but then you are presented with other challenges.

I'm afraid we don't have the resources to do those kind of specific videos but there will definitely be more videos coming.

ckwei wrote

after watch the video, we thought that
1)we must split the character's picture into splices, so we can change some of the consume, just like your tutorial
2)2d skeleton has its limitations, so we must use sprite animation

but it is hard to change consume when use sprite animation.
so is there any way we can work it out?

1) Yes, you cut the character up into pieces so you can animate the pieces individually.
2) Yes, sometimes during an animation (eg, changes in viewing angle) you will need to swap out an individual image with a different one.

What do you mean that it is hard to change a costume when using sprite animation? You'd be using Spine animation, so you only need to swap some of the images for your character.

It isn't clear to me what you are having trouble with. Are you finding it hard to cut your characters into pieces so you can use Spine?

I think I understand the problem.

You will definitely need to do image swapping for front and back, as shown in the animation you shared. There's simply no getting around that unless you use a 3D animation program instead. Squash and stretch help quite a bit and a deformation grid would help even more, but you simply need to draw something at least twice if you want to show a character's front and a character's back.

Yes, this definitely creates a problem when you have multiple costumes. The solution, however, is just to draw each of those costumes in those extra frames. I know this is a pain in the ass because it could be just one drawing if you didn't have to do front and back, but if that's the animation you want you'll need to just bite the bullet.

To illustrate:
Animation example - An overhead swing where the character normally shows their front side, but briefly shows their back. Requires minimum two images for the torso slot. This means that each costume also needs two images for the torso slot so they can be swapped the same way as the original.