Hello. I currently have an XNA 4.0 game engine that is ported to Monogame. I even have some games on Nintendo Switch, using Brute to translate the project.
My games are all just basic 2D spritebatch animations. But I’m brainstorming new ideas for new games and exploring what might be possible with my current set up. I was wonder how possible it would be to use a Spining animation system with my current set up.
Never even attempted Spining animations yet, but it looks interesting. But if I can’t get it to work in my current engine then there’s no point. Is this possible? And if so, can someone point me in the right direction?
Edit: Please keep in mind I really don’t know much about Spining. It looks like the Spine animations are created using a kind of software, then those animations are loaded into a game somehow.
Hi DapperDave : )
If by “spinning” you mean using tools like Spine ( http://esotericsoftware.com/ ) then yes, it’s an external tool where you create your 2D art and then animate it with the Spine tool.
Spine has official runtimes, which include MonoGame too http://esotericsoftware.com/spine-runtimes . I haven’t tested them, though.
There are several alternatives to Spine (e.g. Spriter, …) but AFAIK Spine is the only to have support for MG, although as most support Unity and the source is usually available, making a port would be possible.
I use Spine in Monogame and it works excellently. The artists love the tool and I can easily add the exported spines to games.
Only minor annoyance is Spine export almost always names the animation and atlas with the same name and then the monogame pipeline compiles to everything to the same suffix. I have to do some minor renaming.
Thanks. I was looking at Esoteric’s version because of this post for using it with XNA http://en.esotericsoftware.com/forum/Using-the-XNA-Content-Pipeline-with-Spine-1348