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I've been updating my animation library (this project uses Spine2d) to support newer features in the software. The big improvement here is that Spine finally supports decent frame-by-frame animation, which gives me a lot more freedom when it comes to complex motion like fluid explosions, pose changes, and facial expressions. 

This code library underwent a massive update a while ago that I had to manually port into this engine. It's going much faster this time around thanks to that whole ordeal. 

My goal is to keep the animation code that powers the game up-to-date with the animation software, because they're constantly adding features that simplify the creation process for me. It's a bit of a pain to manually port the code since they don't directly support my engine, but so far every time I've done it, it's been more than worth the effort.

I'm excited to no longer have to set up frame-by-frame animations one frame at a time like an animal.

... and that's all for now!

Thanks so much for following and supporting this project! A small post today, since it's only been a few days. I'm taking on some pretty big code tasks now that I've recovered from the burnout, and so far they've ended up being no big deal. That recovery time seriously buffed my coding capabilities. Can't wait to see what I can get done this week. 

Talk to you y'all soon~ <3

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