Erika

I joined GGJ this year too and made use of Spine! Due to stuff I had to do I could only participate for 14h instead of 48h but I managed to do the characters you can see below :> (octopuses, crabs and balloons)
We even got awarded "Best Game" of the jam site in Milan (they do awards and mentions every year).

The game is controlled by smashing your hand on a cereall box on top of which you placed your phone and is a local multiplayer. We also added keyboard controls for itch.io.

At first it had to be a VS battle where these 4 creatures were battling each other because it was everyone's birthday and each one's balloon was taking space from the others, then it became cooperative but we kept their sad faces because yes.

You can play the game directly in the browser here:
itch.io





The game was made in Construct 2 so we had some problems with the Spine Runtime that did not support shear, paths, and other stuff, so we tried to go with what was possible and fast to do, and this came out!



I recently played a couple games by Double Fine Productions, if you can tell... :notme:
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Erika

Erikari
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Mario

Release the snort kraken! That's actually super polished for a GGJ game! The game mechanic idea is amazing. And the art style is worth of an Erikari :D
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Mario

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edrache

Wow! Amazing idea for animation! I really like it :D
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edrache
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lires

Great game!
A question though. What runtime did you use instead?
lires
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Erika

Thank you!:D (I always forget to reply but I actually smile inside)
badlogic wrote:Release the snort kraken! That's actually super polished for a GGJ game! The game mechanic idea is amazing. And the art style is worth of an Erikari :D
Thanks you are always so nice >.<
lires wrote:A question though. What runtime did you use instead?
We still used construct but had to take out the unsupported features. Which means I redid the animations really quickly removing all the shear I used.

Apparently construct runtime got recently updated but I noticed they do not fully support everything yet. (I posted a game with Italian gestures in this forum) and the option to "not inherit scale" but inherit rotation didn't work, I still think construct is very interesting and useful for fast prototiping expecially at jams but I guess using the officially supported runtimes by ES is way better.

Anyway I found out that the most bug-free thing to do across various runtimes is to use meshes and bind them to bones in smart ways. You can almost achieve anything and go around unsupported features pretty well.
For example the head of the krakens does some movements similar to shear but it is just bound to two bones, the root and a point bone that I just move around and allows even more freedom.
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Erika

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lires

We still used construct but had to take out the unsupported features. Which means I redid the animations really quickly removing all the shear I used.

Apparently construct runtime got recently updated but I noticed they do not fully support everything yet. (I posted a game with Italian gestures in this forum) and the option to "not inherit scale" but inherit rotation didn't work, I still think construct is very interesting and useful for fast prototiping expecially at jams but I guess using the officially supported runtimes by ES is way better.

Anyway I found out that the most bug-free thing to do across various runtimes is to use meshes and bind them to bones in smart ways. You can almost achieve anything and go around unsupported features pretty well.
For example the head of the krakens does some movements similar to shear but it is just bound to two bones, the root and a point bone that I just move around and allows even more freedom.
Yes, I also think that using the latest runtimes from Esoteric is better. But what can we do? We have to make do of an old version just so we can publish a game through Construct. I don't think I can learn another one like Unity just so I can use all the new features of Spine. (Also tried Game Maker Studio 2, the spine animations there are raggedy? D:)

But the thing is, I tried what you said that not to use the newer features of Spine. I even only used the most basic of Spine features, attaching a graphic to a bone and moving it, nothing else. But I can't seem to make it work. Nothing is showing up on my game export.

So if it's not too much of a drag, can you tell me what Spine runtime you were using and runtime of Construct 2, so that I can replicate your settings and maybe I can (finally after a year) also make mine work? :)
lires
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Erika

I asked the coder who told me he used this non-official plug in: https://www.scirra.com/forum/plugin-spine-plugin_t90670
He said this plug in doesn't work flawlessly but at least it made us do games in 40 hours, you know.

Good luck and I hope it helps!
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Erika

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lires

That's what I also use. I figured that your team did, too. I used it and it worked flawlessly on my previews. But everytime I export the game, nothing (any spine related file) shows up. That's why I figure, maybe it has something to do with what version on Construct 2 you were using and what version of Spine. That's the only way I can replicate your setting. ^^;

I'm so sorry if I'm being difficult, Erikari. I really appreciate you helping me. :)
lires
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Erika

The amazing coder made a mockup project for me to test the exported animations, I'm not sure it will work because construct is black magic to me, but I can PM it to you and see if it can help. I'm afraid that's the best I can do, I hope it will help solving your problem...

By the way apparently we were using the beta version of construct and the latest stable version of spine.
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Erika

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lires

I see. Thank you so much Erikari. BTW, your game was so cute and fun, and I couldn't believe it only took that much amount of time to make. xD The music is catchy, too.
lires
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Nate

Cool game! :love: Impressive and super polished for such development short time. :happy:
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Nate

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Erika

lires wrote:I see. Thank you so much Erikari. BTW, your game was so cute and fun, and I couldn't believe it only took that much amount of time to make. xD The music is catchy, too.
Thanks! Let me know if it worked!:D
Nate wrote:Cool game! :love: Impressive and super polished for such development short time. :happy:
Thanks! We were a lucky team, everyone happened to be experienced so we managed to make good use of the time :)
Also it was so crazy on the last day when we were constantly stomping vegan burger empty boxes lol
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Erika

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