Dragonbones register1/18/2024 ![]() (Maybe in future they add the sign up thing again. So you can ignore this blog post for now. The whole thing makes this blogpost obsolete. So my assumption is that the devs after removing the requirement to log in forgot to also mark the grayed out fields as enabled again. You are able to click on them and save your project without any problems and even without logging in. But to our confusion, even though they removed the login obligation to save your project, the fields under "File" with "Save Project" or "Save Project As" were still grayed out or seemed to be disabled. But it wasn't quite ready, was bugged, things didn't go smooth and from what I understood the devs did was to remove the requirement to login in the follow up version of DragonBones. It was later at version 5.2 I think the devs introduced the log in requirement and you really had to. That time there was no log in requirement. They come to you with no little black box, but rather wrapped in bubble wrap. I started using DragonBones when it was version 4.7 as far as I remember. Our misfit ornaments have no home for storage. Now you might say "the title says different". Good news is that you don't need to log in to save your project. Well, seems like this bug hasn't been fixed yet. If you try to log in to DragonBones it will output a message saying " Error: #3 Json error". Assuming you want to swap armor pieces on the fly in battle.you can have multiple images attached to one bone, and you can turn them on or off by animation, so you would build copies of all your animations with the various armor bits attached how you want, name them accordingly, and then use a similar trick above, have whatever it is that's triggering the armor change play a skill that simply swaps stuff.Īgain, if you do both of these things together, you're going to have pages of If.Else statements in your action sequences but it will work.Many people mailed me what to do since they can't log in to DragonBones and save their project. Your action sequences are gonna have to be fairly complicated, but it -should- work.Īs for attaching different armors, yeah, you can do that directly in dragonbones. ![]() Then have your enemy's skill notetags use different dragonbones animations based on which states are active. I'd say have a piece dying apply a "Left Arm Dead" invisible state that lasts forever on the core piece. Have been thinking about this but haven't commissioned the art for this battler yet so I haven't tested the theory. effectively just cause it to swap idle animations when something dies. I'd suggest a skill that does nothing but switches it to a different animation based on the "parts" enemies still alive, and have it triggered in the troop when an enemy drops to 0 hp, core piece plays skill X which will check which enemies are still alive and play the appropriate idle animation. You'll also need a way to start a different idle animation loop when pieces get destroyed. You'll need to duplicate your various animations of the core piece to account for each combination of pieces though, so that you don't get an attack animation that has both arms after the left arm has been killed or whatever. Make the "parts" enemies unable to act (unless you actually want them behaving independently of the body. In the enemy's skill notetags, you'll need to build it so that it swaps to the "full body" version and hides the other enemies at the same time. You'll have to also do your animations for your "core" piece with everything attached, and use those as separate poses. ![]() Have them as individual enemies, arrange them so that the pieces form the battler you want. Then duplicate the project for each piece you want to be targetable, name them accordingly, hide the other bits, export them. Here's what I would try: Create your full battler normally as one thing. ![]()
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