PhaserJS 2.4 released with integrated Creature support!
Re: PhaserJS 2.4 released with integrated Creature support!
Hello,
Ok I will take a look at it soon. Should be fixable.
Can you please file a bug on the GitHub repository for me so that I can track it?
Update: I am going to enhance the blending functionality to bring it up to speed with the rest of the runtimes ( UE4, Unity etc. ) This means there will be "Autoblending" support, allowing you to smoothly transition between animations automatically. Stay tuned.
Cheers
Ok I will take a look at it soon. Should be fixable.
Can you please file a bug on the GitHub repository for me so that I can track it?
Update: I am going to enhance the blending functionality to bring it up to speed with the rest of the runtimes ( UE4, Unity etc. ) This means there will be "Autoblending" support, allowing you to smoothly transition between animations automatically. Stay tuned.
Cheers
Re: PhaserJS 2.4 released with integrated Creature support!
Update: You can sync up with the latest github.
Auto Blending is in: ( This feature is ported in from the UE4 and Unity Creature runtimes )
I assume this is what you want, it enables you to smoothly transition between animations. I also fixed quite a few bugs with the code for blending and deformations so you can try out the new runtime update:
https://github.com/kestrelm/Creature_WebGL
Cheers
Auto Blending is in: ( This feature is ported in from the UE4 and Unity Creature runtimes )
Code: Select all
// First enable auto blending, call this once
new_manager.SetAutoBlending(true);
// Now transition to a new animation clip.
// In this case we are transitioning to a clip called "back" smoothly with a delta of 0.1.
// The delta is a value > 0 and < 1.
new_manager.AutoBlendTo("back", 0.1);
https://github.com/kestrelm/Creature_WebGL
Cheers
Re: PhaserJS 2.4 released with integrated Creature support!
Wow, you're quick! That's great!
It's not so good though that it's still using a very old Phaser Build (2.2.2) instead of 2.8.0 or - even better - phaser-creature v2.8.0, which prevents it from working with my code.
I think this here is the version where most of the crucial changes were made:
http://phaser.io/download/release/2.7.0
I think they've already fixed some of those things to make it work in their creature.js in the same folder which is as far as I can tell gl-matrix and CreatureMeshBone in one file.
Also, there seems to be a type in the PhasorDemo file:
game.load.text('iceJSON', 'iceAnchorExport_character_data.json');
instead of
game.load.text('iceJSON', 'iceDemonExport_character_data.json');
thanks for your effort
It's not so good though that it's still using a very old Phaser Build (2.2.2) instead of 2.8.0 or - even better - phaser-creature v2.8.0, which prevents it from working with my code.
I think this here is the version where most of the crucial changes were made:
http://phaser.io/download/release/2.7.0
I think they've already fixed some of those things to make it work in their creature.js in the same folder which is as far as I can tell gl-matrix and CreatureMeshBone in one file.
Also, there seems to be a type in the PhasorDemo file:
game.load.text('iceJSON', 'iceAnchorExport_character_data.json');
instead of
game.load.text('iceJSON', 'iceDemonExport_character_data.json');
thanks for your effort
Re: PhaserJS 2.4 released with integrated Creature support!
Hello,
Actually those changes were in the core library of Creature, not the Phaser front end. The core library encompasses all of the JS implementations, not just Phaser.
Which means you can most probably just take those changes and modify the new version to use the backend.
In any case, I will take a look at porting it over to Phaser 2.8 soon.
Cheers
Actually those changes were in the core library of Creature, not the Phaser front end. The core library encompasses all of the JS implementations, not just Phaser.
Which means you can most probably just take those changes and modify the new version to use the backend.
In any case, I will take a look at porting it over to Phaser 2.8 soon.
Cheers
Re: PhaserJS 2.4 released with integrated Creature support!
Hello,
Pleased sync up again for the latest changes. I downloaded the latest Phaser 2.8 CE and patched in some changes, the version now on the Creature GitHub is 2.8.0 I believe ( you can check the comments on top):
https://raw.githubusercontent.com/kestr ... haser-2.js
Anyway, please sync up and give it a go.
Cheers
Pleased sync up again for the latest changes. I downloaded the latest Phaser 2.8 CE and patched in some changes, the version now on the Creature GitHub is 2.8.0 I believe ( you can check the comments on top):
https://raw.githubusercontent.com/kestr ... haser-2.js
Anyway, please sync up and give it a go.
Cheers
Re: PhaserJS 2.4 released with integrated Creature support!
Okay, so this kind of works.
You still got the typo in the PhasorDemo, but when corrected it plays properly. I was a little confused with all the files and because I am using the implementation that phaser suggests, the file you just updated is of no immediate use for me.
I am however considering to just use your approach and write a few functions myself that would simplify the use of the creature code a little (the way phaser-creature does), since the creature-enabled phaser 2.8.0 is also a bit complicated to set up.
So I think I'll be better off just using the regular phaser 2.8.0 with your additional js files and a few custom functions. That way it will also be way easier to update if you would do other fixes or additions at any point in the future.
So thank you for the quick help
You still got the typo in the PhasorDemo, but when corrected it plays properly. I was a little confused with all the files and because I am using the implementation that phaser suggests, the file you just updated is of no immediate use for me.
I am however considering to just use your approach and write a few functions myself that would simplify the use of the creature code a little (the way phaser-creature does), since the creature-enabled phaser 2.8.0 is also a bit complicated to set up.
So I think I'll be better off just using the regular phaser 2.8.0 with your additional js files and a few custom functions. That way it will also be way easier to update if you would do other fixes or additions at any point in the future.
So thank you for the quick help
Re: PhaserJS 2.4 released with integrated Creature support!
I implemented it to my game and everything is great. Except for one little thing.
I use WEBGL_MULTI instead of WEBGL, which results in the texture being displayed broken. In your example (Phaser-Demo.html), the problem is not very noticeable, only in the flames above the head can you see some missing polygons. In my animation, I am missing the entire background (which is only 2 polygons and some of my bigger segments have holes in them.
Sorry for being a pain in the ass
I use WEBGL_MULTI instead of WEBGL, which results in the texture being displayed broken. In your example (Phaser-Demo.html), the problem is not very noticeable, only in the flames above the head can you see some missing polygons. In my animation, I am missing the entire background (which is only 2 polygons and some of my bigger segments have holes in them.
Sorry for being a pain in the ass
Re: PhaserJS 2.4 released with integrated Creature support!
Hello,
Actually the rendering artifact issue should be just coming from the CreaturePhaserRenderer.js ( the front-end renderer )
The remaining files, which constitute the core of the Creature runtime API, are fine since they do not do any rendering.
In other words, I suggest if you can, to either switch the Phaser 2.8's default creature renderer to use my new core or talk to the devs there to integrate my new changes into Phaser 2.8's default core. Does that make sense and sound good to you?
Update: Actually, it looks like the renderer code is mostly the same for my implementation and the official implementation. Do you mind asking the devs what needs to be done to fix this? That way it will be easy to implement and check in a patch.
Cheers
Actually the rendering artifact issue should be just coming from the CreaturePhaserRenderer.js ( the front-end renderer )
The remaining files, which constitute the core of the Creature runtime API, are fine since they do not do any rendering.
In other words, I suggest if you can, to either switch the Phaser 2.8's default creature renderer to use my new core or talk to the devs there to integrate my new changes into Phaser 2.8's default core. Does that make sense and sound good to you?
Update: Actually, it looks like the renderer code is mostly the same for my implementation and the official implementation. Do you mind asking the devs what needs to be done to fix this? That way it will be easy to implement and check in a patch.
Cheers
Re: PhaserJS 2.4 released with integrated Creature support!
Hey,
that's the answer I got:
I'll go ahead and post some feedback on the actual software within the next few days, too.
Best
that's the answer I got:
So I'm gonna switch to WEBGL for now. Thanks for the great fixes! Auto-transition works fine which is great.Phaser CE still has some outstanding WEBGL_MULTI bugs, so I'd recommend just avoiding WEBGL_MULTI mode until they're fixed. If everything works in regular WEBGL mode, that should be fine for now.
I'll go ahead and post some feedback on the actual software within the next few days, too.
Best
Re: PhaserJS 2.4 released with integrated Creature support!
Hey, I wanted to switch to the flatdata format and I've stumbled over a bit of a problem.
This is what I load, all are fresh from the git today.
Then following the instructions, I try this:
But I get this error on the line of "new Creature"
This is what I load, all are fresh from the git today.
Code: Select all
<script src="sys/phaser28.js"></script>
<script src="sys/gl-matrix.js"></script>
<script src="sys/CreatureMeshBone.js"></script>
<script src="sys/flatbuffers.js"></script>
<script src="sys/CreatureFlatData_generated.js"></script>
<script src="sys/CreaturePixiJSRenderer.js"></script>
<script src="sys/CreaturePhaserRenderer.js"></script>
Code: Select all
var texture = new PIXI.Texture(game.cache.getBaseTexture(texturekey));
var actual_data = CreatureModuleUtils.LoadCreatureFlatData(game.cache.getBinary('testAnim'));
var new_creature = new Creature(actual_data, true);
new_animation_1 = new CreatureAnimation(actual_data, "idle", true);
Code: Select all
Uncaught TypeError: Cannot read property 'pointsArray' of null
at Creature.LoadFromDataFlat (CreatureMeshBone.js:3184)
at new Creature (CreatureMeshBone.js:2916)
at addCreature (Functions.js:20) //line of 'new Creature'