The DopeSheet is painfully small (vertically). ![]() Option-Click doesn't expand all sub elements in a tree view (OSX).The Open/Save don't remember the last directory I navigated to.Seems to be a common thing for Java apps. There is no "favourites" pane on the left and it doesn't default to my Home Directory. The Open/Save dialog isn't a standard file dialog on OSX.As you note, it's been a month since I used spine but from memory: People can always submit github pull requests. It has been a huge PITA and I would have rather not subjected myself to the pain of ~16 different game toolkits, but I think it makes the experience of using Spine nice even after exporting from the editor. They all work the same way and are sure to be stable and maintained, which is key for such a core part of your games. I think official runtimes was an important decision. We are now the other way around, editor development has gotten ahead of the runtimes, most of which are lacking events, keyable draw order, and bounding boxes all of which the editor supports. You're right that the runtimes slowed down editor development in the beginning. If I had it to do again, I'd choose scene2d again for sure. The UI is OpenGL so I have 60fps and can use the spine-libgdx runtime in the actual editor. The UI widgets are simple, a couple hundred lines each, so customization and new widgets are simple. I enjoy the complete flexibility it has and it is sane start to finish (disclaimer: I wrote scene2d). Spine uses scene2d.ui from libgdx, which is a cross platform UI toolkit (like QT). Triggers (known as events in Spine) have been supported for a month now (in the editor, most runtimes are a little behind).Ĭould you expand on what you found quirky in the UI? I admit a few things that most desktop apps have are lacking, such as focus traversal for non-textfields. Overall it's efficient, simple to integrate and high quality but the editor is weird and non standard. Maybe they'll do that in the future but credit to them for the effort they put in. They'd be better off supporting one API and letting the community port. ![]() I think they have supported too many APIs and this is slowing down features on the editor and C runtime. They have a set of trello tasks and seem to welcome criticism and votes for feature development order. The developers are open and accept patches and bugs with grace. It also means that critical features like triggers have taken AGES to write although I believe they are there now or coming soon. ![]() There is weirdness in there that you have to get used to. The editor is quirky and I think it was a big mistake to write it with a custom GUI system rather than QT (or any cross platform system). If not it's pretty easy to write for OpenGL/DX. We used the C API which was very simple as long as you have a primitive in your engine that renders triangles. I used Spine in a (now canned) iPhone game.
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