Old Tutorial Missing Content?

I recently revisted an old blog tutorial from Brent Sorrentino, written late last year, and was surprised to discover that some of it’s content appears to be missing.

Please let me know if I’m loosing my mind, or if there really is a missing section?

I believe the missing section is just before the " Animating the Elements" section and immediately after the line, “Now we’ll declare the split elements as individual sprites in code:

http://www.coronalabs.com/blog/2012/10/09/dynamically-optimized-sprite-sheets/

On a slightly different note:

I’m currently trying to figure out the best way to super impose a weapon sprite onto a character sprite and animate the weapon sprite frame by frame to match precisely with the character’s animation. If anyone has any ideas or could point me in a direction, I would most appreciative!

Much thanks.

On the “slightly different note” part, putting the character sprite and the weapon sprite together into a display group might get you at least part way there, but I think probably the “best” way is to have separate sprites for the character – one unarmed, and one with the weapon.

I know, if he has 50 weapons to choose from that’s a lot of sprites. :slight_smile: Something like that is where Spine would come in handy.

Trying to synchronize the two sprites might take just as long as making new sprite sets. (But hopefully I’m wrong.)

Thanks for the advice Mohawk Man. I looked into Spine a couple weeks ago, however I couldn’t figure out how to turn a sprite on the z-axis. It seems I might be able to emulate the movement, but I was hoping to find something a little more suitable. Do you know if Spine have a mechanic that attaches two sprites to each other, in run-time, based on a pre-specified coordinate on each of the sprites?

I might end up going the route of making a different sprite sheet for the character for each weapon. It will surely take up much more memory, but will allow for customization in the basic & special attacks for each weapon & weapon type.

However, if anyone else happens upon this thread and has any advice or direction, I would definitely welcome the helpful input!  

Thank you very much for your time and explanation!

Hi @kenneth.gottlieb,

Thanks for bringing this to my attention! There was indeed a missing code block… some glitch with the ID in GitHub, I think. Anyway, I’ve recreated all of the code in that tutorial as preformatted blocks. They’re not as “pretty” but at least they’re consistently reliable. :slight_smile:

Best regards,

Brent Sorrentino

On the “slightly different note” part, putting the character sprite and the weapon sprite together into a display group might get you at least part way there, but I think probably the “best” way is to have separate sprites for the character – one unarmed, and one with the weapon.

I know, if he has 50 weapons to choose from that’s a lot of sprites. :slight_smile: Something like that is where Spine would come in handy.

Trying to synchronize the two sprites might take just as long as making new sprite sets. (But hopefully I’m wrong.)

Thanks for the advice Mohawk Man. I looked into Spine a couple weeks ago, however I couldn’t figure out how to turn a sprite on the z-axis. It seems I might be able to emulate the movement, but I was hoping to find something a little more suitable. Do you know if Spine have a mechanic that attaches two sprites to each other, in run-time, based on a pre-specified coordinate on each of the sprites?

I might end up going the route of making a different sprite sheet for the character for each weapon. It will surely take up much more memory, but will allow for customization in the basic & special attacks for each weapon & weapon type.

However, if anyone else happens upon this thread and has any advice or direction, I would definitely welcome the helpful input!  

Thank you very much for your time and explanation!

Hi @kenneth.gottlieb,

Thanks for bringing this to my attention! There was indeed a missing code block… some glitch with the ID in GitHub, I think. Anyway, I’ve recreated all of the code in that tutorial as preformatted blocks. They’re not as “pretty” but at least they’re consistently reliable. :slight_smile:

Best regards,

Brent Sorrentino