And plausibly a releases section where Nate and Shiu are only allowed to post new threads
warmwaffles

- 2013년 3월 7일
- 2013년 2월 8일에 가입함
Subject: Kickstarter badge reward
Shiu wroteIf you backed on Kickstarter and want the badge to show below your profile name and avatar, please do the following.
- Send a PM to me by clicking the PM button below my post count on the left.
- If no subject is set, change it to Kickstarter badge reward.
- Write the name and email you use on Kickstarter.
- Submit.
I'll then add the badge to your profile.
The Kickstarter badge will look like this.Loading Image
Matthew Johnston - warmwaffles@gmail.com
- rileygombart wrote
Well that's good news! I'll definitely see what I can do!
If I used GameMaker, I would try to help out, but unfortunately I'm all LibGDX here
- rileygombart wrote
Hi Warmwaffles,
I was not aware that was within our rights to construct. Perhaps I'm mistaken, but would that be within the guidelines of my license?
Thanks,
RileyThe runtimes are open sourced on github. I'm sure if you made a runtime library and submitted a pull request, it would be reviewed and possibly merged if it's worthy.
- rileygombart wrote
Good morning/afternoon/evening!
I recently supported this project via KickStarter and am extraordinarily excited to see this software come to life. As a long time artist and Game Maker: Studio user, I was hoping to see if Esoteric Software had plans to bring Spine to GM:S with a runtime.
I know that this is a somewhat of a leap to request this, but you couldn't get a better target. Game Maker: Studio is the perfect platform to utilize Spine due to it's streamlined development and need for segmented/bone animations. Currently GM:S relies on rasterized animations - this limits animation quantities, reduces frame counts, and limits asset diversity.
Additionally, the target market of GM:S users is growing at a rapid pace with the application capable of developing to nearly every platform (Windows, Mac, iTunes, Android, HTML5, Windows 8)
Thank you for your time,
Riley GombartI would assume this can't be that difficult to do. The other runtime libraries are already available, so you could try to port it to Game Maker. Nate is going to be swamped with stuff do for a while.
- Nate wrote
We've had to change Spine quite a bit for it to work on Mac with Java 7. Unfortunately these changes are not 100% perfect and the worst part is that they also affect Java 6 on the Mac. Apple has really messed up Java, if you are looking for someone to blame. :p I hate this Mac stuff, it robs me of all my time.
Anyway, it seems asking users to downgrade to Java 6 isn't really a good solution. We could provide both a Java 6 and Java 7 download for the Mac, for those that want it more stable bad enough to downgrade to Java 6.
Write once, run everywhere right? :p
- Nate wrote
I think it is ok. The codebases are all very similar, since they each do basically the same thing. Anything that is fixed and added in one most likely has to be done in all, which would mean multiple pull requests if each project had its own repo.
this is true. I guess deal with it when the time comes.
- Shiu wrote
As a backer on the Kickstarter we will send out a survey once we get all the mails from Kickstarter, instructions will be in that.
Awesome, can't wait for it.
Pull requests and merges will become difficult to decipher as you start adding more functionality. Just an observation really.
Does this also apply to those who backed the kickstarter? or is Nate going to take care of those in one large batch?
- 수정됨
https://github.com/EsotericSoftware/spine-runtimes
It would seem to have those split into their respective languages, rather than crammed into one lib. Should probably be named something like this:
spine-runtime-java spine-runtime-cpp spine-runtime-corona