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Foxhound Synchronized Animation #402345
06/02/12 22:28
06/02/12 22:28
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline OP
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FoxHound  Offline OP
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Joined: Jun 2004
Posts: 2,234
Wisconsin USA





Using the bmap sheet approach to animating 2d objects consumed way to much hard drive space for the game I wanted to make. So I decided to make my own editor and it took about two months. This editor allows you to upload up to 32 images and have up to 256 different frames of animation. Despite working so well it still has a GUI that only a mother could love.

You can change positions, angles, scales, alpha for each animations

I am currently working on allowing parts of one frame to be useable with other frames to combine animations and in game have nearly unlimited animations to work with.

It features a cool option to have key frames set and have the editor itself make smooth animations from your beginning and ending frames.

Now I want to get back to the game I was making when I decided I needed this thing. Personally I think this has great potential to make making 2d games with 3dgs much easier, but I do not have the time to make it as polished as it needs to be. If somebody would like to join up, send me an IM.

Last edited by FoxHound; 06/14/12 23:49.

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Re: Foxhound Synchronized Animation [Re: FoxHound] #402349
06/02/12 23:12
06/02/12 23:12
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Looks cool.

You didn't use center_x/center_y to change the angle center for rotations, did you?

Re: Foxhound Synchronized Animation [Re: Pappenheimer] #402350
06/02/12 23:28
06/02/12 23:28
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline OP
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FoxHound  Offline OP
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Joined: Jun 2004
Posts: 2,234
Wisconsin USA
Might be hard to see but the red dot on the image in the control panle allows you to adjust the center x and y so you can rotate an image anyway you want and when you load the fsa file in a game it loads the correct center x and y.


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Re: Foxhound Synchronized Animation [Re: FoxHound] #402351
06/02/12 23:36
06/02/12 23:36
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
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Actually, I guessed that, but I don't notice any button to adjust that. laugh

Re: Foxhound Synchronized Animation [Re: Pappenheimer] #402924
06/12/12 00:25
06/12/12 00:25
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline OP
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FoxHound  Offline OP
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Joined: Jun 2004
Posts: 2,234
Wisconsin USA


http://www.fileswap.com/dl/f8Gye7LLCK/

Woo Hoo! proof of concept! The image is not much to look at but the download should also be... not much more to look at but it's playable. WASD movement. It animates, although ugly it was animated by me, a programmer and not an animator in the least but I did pretty good and it did not take me very long.


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Re: Foxhound Synchronized Animation [Re: FoxHound] #403288
06/17/12 19:21
06/17/12 19:21
Joined: Jul 2010
Posts: 283
Germany
J
jenGs Offline
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jenGs  Offline
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J

Joined: Jul 2010
Posts: 283
Germany
I think this is a great project. I always liked the idea doing some silly 2d cutscenes/animations with gs. This would be a great help.


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