The new release is great, and the editor is almost flawless. I have been recommending this DLL to people and giving it some attention at 64digits.
However, it would be nice if it were possible to scale the skeleton models in the same way that they can be zoomed in and out in the editor, as well as scaling the sprites with them. It would also be nice if flipping/mirroring the skeleton was a built-in feature. I was able to do this in previous versions of Sk2d by flipping the sign of the local x coordinates of a bone when drawn and flipping the sign of the angles. It seems that all of the drawing functions Sk2d 2.0 are automated by skx_draw_images(skeleton_name), and I can't mirror the skeleton without having to draw the bones the old way.
Here's what I did (press <Enter> to flip the skeleton):
http://64digits.com/users/Cyrus/Animations_Modified.zip
THIS IS FOR SK2D 1.1However, the skeleton uses global coordinates, and I flipped the skeleton by subtracting the x value of the bone coordinates from the room width. Also, note that I had to flip the sign of the value of the angle as well.
if dir = 1 //facing left
{
sx = sk_bone_get_global_x(Sk,"RightArm1");
sy = sk_bone_get_global_y(Sk,"RightArm1");
sa = sk_bone_get_global_angle(Sk,"RightArm1");
draw_sprite_ext(SPR_UpperArm,0,sx,sy,1,1,sa,c_white,1);
}
else if dir = -1 //facing right
{
sx = sk_bone_get_global_x(Sk,"RightArm1");
sy = sk_bone_get_global_y(Sk,"RightArm1");
sa = sk_bone_get_global_angle(Sk,"RightArm1");
draw_sprite_ext(SPR_UpperArm,0,640-sx,sy,1,1,-sa,c_white,1);
}
But yeah, this extension is awesome, and I plan to use it in a lot of my future projects.
Take care,
-George (aka Cyrus)
Edited by coolgeorge423, 30 September 2010 - 03:59 AM.