Hi everybody

We're Goya team, an indie game development team in VietNam. We used to work at the same company for some years before quitting our jobs and forming a team to make games on our own.
We have tried using Spine for over 1 year up till now, not only in character animations, but also in making popup, and UI too.

Using Spine let us solve our significant problems, save a lot of time for animation and communicating with engineers in comparison with using other tools before.
Thank EsotericSoftware so much for such a useful animation tool like this.

And now we would like to introduce to you guys about our very first game - as Goya team - Tiny Busters, which cost us about 3 to 4 months to final all steps.

Tiny Busters is about the epic battle between in-town citizens who have dreams becoming super heroes vs daemons. The game is an addictive mixture of strategic planning and competitive fast-paced combats.

Player lead a band of Busters and jump into a magnificently heroic journey to defend hometown and take a strike back against evil force of ghosts, skeletons, smelly zombies, and other nasty kinds of devils using a huge field of their own heroes. The mentor is Genius Dr ZomZom with some ultra innovative technologies, which are at command to enrich and strengthen their army.
Here's the link to download Android version : Google Play - TinyBusters
The iOS version will be coming up in the next 2 weeks.

And the Trailer
Our Facebook : http://www.facebook.com/goyagames

The important feature of this game is Evolution system. By using Spine, we're able to mix many different part of one character. Make it have huge variety of unit’s outfit.

There are 3 types of Unit : Avengers, Riders and StormTroopers
Each type we animated it own skeleton. And each part (head, weapon, body…) are changeable.
We use Spine in almost every moving element
Such as Enemies we have to deal with:


Also, for the buildings

We really want to use Spine for animated UI. But to go multiresolution, it's a bit inconvenient in many UI ratio of different devices. So, We really hope someday Nathan and Soren would consider making a solution for this UI case. It would be a great news for us for making Responsive UI Layout.
We are working on the next project with alot of improvement learned from this game.

Once again, thank Nate and Soren so much for your Spine :)
  • Messaggi: 1


The animations look great! I'll be trying the game out for sure.

UI layout is pretty complex. My OSS solution for that is here:
Doing full responsive UI layout in Spine while remaining flexible enough for all the kind of UIs you might want to do would be difficult.

One approach might be to layout UI widgets in code, then have Spine animations drive the SRT of the widgets. Each widget would have it's own skeleton and animation. 0,0 in Spine would correspond with the UI widget location in the responsive layout.

Another way might be to use a single skeleton, but anchored to a screen edge. Eg, if all your buttons are at the left edge of the screen, use one skeleton for that and another for the right edge (or whatever). In this case you might use 0,0 in Spine for the left, center of the screen.
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