I exited out of the Git terminal after pressing a command by accident. This caused an interesting error message to appear.
The way out of this is answered in this stack overflow page
My “git add .” command succeeded after navigating to the directory and removing the file in the manner suggested above.
I often find myself during development slipping back into bad practices and having to beat good ones into my head.
A good habit for game development in Unity is making prefabs. Prefabs ensure that you are following the principle of DRY.
In the case of game objects, this includes everything from Characters, Enemies, Platforms, Weapons, Scripts and anything you will have to use more than once (which in Game Development is a lot of things).
Prefabs are useful, and I am trying to force myself into writing reusable code.
Here is a short tutorial on YouTube showing How to create Prefabs in Unity.
I am also keeping a list of the tutorials I am using throughout my project on YouTube.
Skeleton Animation objects in Unity by default blend animations together that you have queued on the same track by starting the next animation before the first one is finished.
This was causing the OnEvent triggers we set up in our Spine files (such as “JumpStart”, “AttackEnd”, “Interrupt”) to be ignored at runtime.
Since we mix our animations together on the drawing side, the fix for our case was setting the default mix to 0 for each Spine Asset we are bringing into the game that has events.
There is more information about about handling Spine Events with mixing on the Spine Website.
If you wanted to keep the mixing behavior that Spine provides by default (where animations are blended together with code rather than with drawing), you have to adjust the Event Threshold within a C# script to allow for event reading with one of the settings described below (note: taken from Spine Documentation).
Spine2D User Events During MIxing
A TrackEntry’s EventThreshold controls how user events are treated during the mix duration.
- With the default value
0, user events stop being raised immediately when the next animation starts playing.
- If you set it to
0.5, user events stop being raised halfway through the crossfade/mix.
- If you set it to
1, events will continue to be raised up until the very last frame of the crossfade/mix.
Here is a video for implementing One-Way Platforms in Unity.
Thanks to Blackthornprod for this video.
Spine Version Mismatch (2019-11-03)
I think this is why they say don’t switch software versions mid-development… had to re-import the Spine Unity Library.
This video – Spine2D Unity Setup: Søren Juul Øllgaard – shows you how to implement Spine2D characters into Unity.
Spine2D is a 2d animation studio made by Esoteric Software.
For the most part, we animate everything inside of Spine, add events to specific keyframes (see this video about Spine-Unity Events) and then import the Spine Character Model into Unity.
You can essentially control the character’s animations from within any C# Script provided that you insert the correct libraries. You do need to download the Unity Run time library (it can be downloaded here).
There are more tutorials out there on this topic, but the best bet is to look on YouTube.
Evergreen Games has been actively developing Super Sprite Fighter since April 2018. Before active development began, there was about a year of pre-development that took place including concepting characters, finding a character artist (Alex Lenzon), finding an animator (Beau Breems), learning Unity and essentially an entire journey while trying to navigate how to actually finish a game.
Currently, we are finishing animations in Spine 2D for the first four playable characters and polishing the physics engine. Our goal is to produce a local, fun, multiplayer experience.
The characters shown in these updates also have animations which will be uploaded to the site incrementally to show the game development process at Evergreen Games and development of Super Sprite Fighter.
Simona the Vampire Hunter
- Simona’s father, ruler of the great kingdom of Midia, led his kingdom through decades of war into an eventual time of peace. It was during this time that Adriella, the Queen of Vampires, hatched a plot in secret with Tynecius, then the Lieutenant to the King, to overthrow Simona’s father and take the Kingdom. The plot spread to infect the officers of the King’s army, and the group betrayed the king, stabbing him several times in the heart. The murderous plot to overthrow her father forced Simona into hiding. Trained in the ways of battle by her father, Simona leads a small contingent of soldiers still loyal to her father. She fights to protect those loyal subjects still faithful to her family name while also seeking revenge on the traitorous Lieutenant and Adriella, who now sits on her father’s throne.