@Arcanus Thank you for answer other people questions. It is a big help for me.
@PauloHPBender Frame-style animation are added in Dragonbone 5.3. The current plugin uses 5.2 library. You can open the frame-by-frame animation with the current plugin, but using it is a pain to use because every...
@Arcanus What is the next animation that it play? Does it go back to idle? Can you upload a Gif of the situation?
This plugin uses RPG Maker default animation state machine, so animation can get overwritten when the game request a new animation. I am not planning to write a new animation...
@Cinnamon It looks like either the status sprite is not being drawn or is being drawn behind the Dragonbones armature (thereby hiding it). I am looking to fix it by the next patch, but this can take awhile. I am planning to make a game to test the extent of Dragonbones (a case of eat your own...
That is the second method of creating an Dragonbones armature. It is a manual way of doing things. Looks like you are using the wrong name inside the UnityFactory function. Since this is a manual method, you gotta find the correct data yourself.
@Cinnamon You can right-click on the .ske file then select "Create/Dragonbones/Create Unity Data".
For more info check this video out.
Picture for more clarity.
@Cinnamon Yeah, Dragonbones is supported in Unity. The company behind Dragonbones actually release an official Unity package, that can do everything in this plug in and more (like 2d lighting shader, and advance layer rendering). Any Dragonbones' file that can be open with this plugin also...
@SwiftIllusion I have no clue about why that is the default, but there is a separate function to play fade-in animation where you can assign the fade-in time. I try using the fade in originally but had to add too much code so I removed it. Good job by adding it back in, fading animation is a...
@KaYsEr Yeah everything is OK to release for a commercial game. As for the blinking select effect, I don't have a plan for changing that yet. Right now, I am doing a collaboration Aekashics and Yanfly to get the plugin very polish for the majority of the people. Until we get to release...
@????? For the distance future, I am planning to add the ability to replace map sprites this include player characters and events. Right now, I am not sure how I want to make that accessible for users. If there is a way you would like to work with map sprites, then type it out. I am always...
@ShellFlare I like to leave this plugin in development stage for 1-2 weeks before considering it solid for release. Can't really tell when it comes to bugs.
I am also working on integrating it with Yanfly's Battle Sequence. I am planning to create another plugin version just for Yanfly's...
@TomatoKing For performance, I tested created a bunch of animating DragonBoy armatures and check the frame rate. My CPU is an i7-720QM (old quad core).
1) 150-200 animating DragonBoy on the main menu at 60 fps
2) 150 animating DragonBoy during Battle Scene at 48 fps.
3) There are some hitches...
@TomatoKing Yeah it is possible to replace the map sprites, but I don't have the animation assets to test it, so it is not something I am adding anytime soon.
2D Skeletal Animation with DragonBones 1.0.0
TheGreenKel
Introduction
DragonBones is a free 2D animation tool similar to Spine 2D. DragonBones also has a couple of libraries that allows it to play inside of game engines. This plugin integrate the full Javascript libraries and support all...
Maybe it's just me...but it feels like everyone else has perfectly normal and respectable game threads except for me and @TESTOSTERONE, whose threads are a mess of discussions and jokes with very little relation to our actual games.
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