Spine -> png skeletal animation -> png are raster, but in spine, you can alter everything at will with transform, rotate and of cause animation with interpolating in between which means nothing going to stick in general to a perfect pixel grid match. Also as it's raster, the animation will stick to a pixel grid. Gif -> raster with a palette : so it'll force color to the palette, possible it could alter slightly the visual color. Maybe someone with more spine experience can offer better advice, though. Simulate low resolution that way instead. I think you need to render your game at low resolution to a surface, then scale that surface up to fill your window/screen. If you're moving the same sprites in a high resolution space, it'll look like the second gif. If you're rotating/moving sprites in a low resolution window (or something that can simulate low resolution), it'll look exactly how you want. It's just movement data for sprites you already have in GM. In that if you scale low-resolution sprites up and start rotating them (kind of what spine is doing), it will be a high res rotation, not the blocky low res display look you want.Ĭonsider what Spine does. I haven't used spine so correct me if I'm wrong, but I think it has a "pixel perfect" feature that simulates a low-res display? I think your problem isn't a spine/export problem.
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