I hope posting about this isn't too premature for what I have so far, but I've been up all night working on a way to import Spriter SCML files into DBP. I looked at
Baxlash's AppGameKit code but I soon realized I it wouldn't be able to help me. The xml file his loads looks very different from the one I got from Brashmonkey's website. I'm guessing he worked with an older beta format.
So I'm working from the information posted here:
http://www.brashmonkey.com/forum/viewtopic.php?f=3&t=2507
Don't get too excited, there is no animation, yet. That is actually my next step already. Up to this point, I've managed to parse the file and store the necessary data and assemble the images into a character, accounting for all pivots/offsets and rotations. The hard part will be tweening the animation among the data I have stored in multiple arrays, and accessing that data in an efficient manner.
This image shows the example loaded with Spriter on the left, and the example file loaded into DBP. If anything looks different, let me know but they should look the same now.
Update:
Fixed the angle issue and the tweening problem I accidently caused earlier.
Since a still image doesn't show much in terms of animation, here's a video.
On the left, you see the monster.scml example running from within Spriter. On the right, is the same file running in native DBP. I've even attach the code, though it is quite messy and this current example isn't exactly practical for normal use yet.
"You're not going crazy. You're going sane in a crazy world!" ~Tick