Greetings, I’d like to suggest an addition to the Spine functionality in GDevelop to make the use of it more flexible
Just to get it out of the way, I have not used the Spine behavior, nor do I currently own Spine. But I think I have an idea of how it works based on the documentation I’ve read online. Anyways…
WHAT I’D LIKE:
The one thing that’s holding me back from using Spine in GDevelop is the fact that it’s missing something I consider very helpful:
A condition to check the current frame of the Spine animation (And by extension, and expression that returns the current frame of the Spine animation too)
This would allow me to trigger certain actions with ease, without having to rely on clumsily timing things with timers. For example, if I have an enemy shooting a bullet with a brief windup animation, and I want it to shoot a bullet on, let’s say frame 5. Then I would just put the condition “Current frame of Spine animation = 5,” then the action “Create object (Bullet) at (Position),” and etc
Considering normal animation has this functionality, I think it’d be useful if this was added to Spine animation as well. The added flexibility would work wonders here.
In the meantime, until Spine functionality is finished, I’m resorting to stitching my character’s parts together in-engine and animating them in real time. It works, sure, but I think using Spine would simplify the process. For those willing to pay for it ofc
I hope this idea gets taken into consideration someday, thanksss
(Note: A comment in the Calcopus example points this issue out, so I’m certain the devs are aware that this needs to be addressed)