Open blurymind opened 7 years ago
Hey! I use this module in near-production environment with Godot 2.1 stable branch. As far as GDNative is 3.0 only feature, I'will not implement this nearest months.
thank you for looking into it in advance :)
Hi, @jjay that makes a lot of sense, as Spine plans to add official support for Godot 3.0. In the meantime, how feature-complete is this module? Thanks!
edit: I just checked out the sandbox repo and tried the examples, looks like almost all of them run flawlessly, this is awesome!
@ambethia thats all good, until you realize that you can not use it unless you bought spine for 300$. With an unofficial runtime, you can use the runtime with Dragonbones, which exports to the spine format
Some Defold users have been doing that for years https://forum.defold.com/t/dragon-bones-4-9-5-supports-spine-3-3/3630
Dragonbones is free btw, which is great for indies who can not afford the expensive license price tag
I guess spine devs have been trying to crack on that by making their own runtimes which include a license with a clause that prohibits you from using the runtime unless you own spine.
So I would argue that there is an advantage to having a community made runtime, rather than using the one that esoteric will put out.
If you ask me, ideally godot should have a dragonbones runtime, or even better - it's own runtime for 2d meshes
Thanks, I own a Spine Pro license. :)
@ambethia hey! This module uses official spine runtimes, so it should do everything spine 3.5 provide. Some examples looks bit messy, but I it's much simpler to fix animations for now, and wait for generic support for Godot from Spine.
@jjay please continue developing it regardless of esoteric adding official support themselves. Your addon has a huge advantage over the official one - as it can be used with dragonbones for free
But wait, if it uses the official spine runtimes, then maybe we can't use it with dragonbones after all :)
But wait, if it uses the official spine runtimes, then maybe we can't use it with dragonbones after all :)
Yep
What Spine Runtime license says:
You are granted a perpetual, non-exclusive, non-sublicensable,
and non-transferable license to use, install, execute, and perform
the Spine Runtimes software and derivative works solely for
personal or internal use.
In other words, you can make any experiments and prepare game for production, but once you ready for publish your game, you need to acquire Spine license, no matter where json/skel was done - in Spine or Dragon Bones.
Ability to use this godot spine spine module without the need to recompile godot! This is supposedly possible via the use of gdnative https://godotengine.org/article/dlscript-here
Will we be able to use this module in godot without the need to recompile godot? Do you need to port it over to gdnative?