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Messages - skuttleman

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1
Scripts, plugins, utilities, goodies / Re: TOOL: 2D Character Animator
« on: March 23, 2013, 02:52:35 PM »
Version 0.9.1 is available here!

See the list of changes in original post. This is still beta, so backup your character and animation files before loading and editing them in the new version.

If anyone is using this, I'd love to see any animations you've made!

2
Scripts, plugins, utilities, goodies / Re: TOOL: 2D Character Animator
« on: March 14, 2013, 11:16:05 PM »
I added some samples of basic ideas to show off some possibilities (see original post)

3
Scripts, plugins, utilities, goodies / TOOL: 2D Character Animator
« on: March 14, 2013, 04:58:59 AM »
2D Character Creator/Animator/Manager/Pending Title

Description:

I can't draw. Plain and simple. And more importantly, I don't like to draw. I keep hoping that if I close my eyes real tight and click my heels together three times, my game will draw itself. When I discovered SSH's Walkcycle Generator, I thought my problems were solved. But for too long I've been pushing the limits of that tool beyond what it is supposed to do, and I finally decided to build what you might call a "spiritual successor" to that program which lends itself to more powerful control over animation with an emphasis on multiple characters.

It looks a little something like this:


This is the character editor.


This is the animation editor.

Here are samples created with this tool (all of which are included in the download):


Features:

  - Create tens of thousands of animations for tens of thousands of characters.
  - Up to 30 body parts per character
  - Up to 50 frames per animation
  - 8-directional character prototypes for each character to be used in creating their animations
  - Any sprite in the sprite pool can be assigned to individual body parts for individual frames
  - It utilizes a bone structure to connect body parts (move or rotate a part, and all parts connected to it move!)
  - Bones that connect to the central bone (typically the torso) connect at a radius and angle relative to the center of the central bone (so if your characters lean over, connecting bones will move accordingly)
  - Watch your animation animate, to make sure it plays the way you want before you export it for easy importing into your game.

Status:
v0.9.1 is now available.

Download v0.9.1 here!

This is still in beta, so backup any characters or animations you made before trying to load them into the new editor.

Change list:
- Bones can be moved/deleted/added in the Character Editor without ruining the animations. (You must update any characters and animations made with v0.9 by loading them with v0.9.1 and then saving them)
- Click and drag body parts in Animation Editor will move the body part. Hold <CTRL> to rotate the body part. Hold <CTRL> and <SHIFT> to rotate the body part and all parts connected to it and all parts connected to that, etc... (Useful for rotating the entire leg, or rotate the entire graphic from the torso, or whatever bone you setup at index 0.) The body part you click on is selected based on the rectangle it's drawn in, and whichever one is drawn on top (highest Z-order) so you might accidentally click a body part different from the one you're aiming to click. I hope to fix that in future versions.
- Reload Sprite Pool from Animation Editor, so you can easily edit or create new graphics in you sprite folder and use them immediately. (This can already be done in Character Editor by selecting the box to change the sprite folder, and hitting enter)
- Characters and animations made with (or loaded and saved into) v0.9.1 can now have the same name without causing problems.
- Using cursor keys and pg/pg down to navigate through list boxes. Enter/Esc will respond appropriately to input boxes.
- Ability to set a "ghost" frame while editing an animation to more easily line up subsequent frames (hollow version of ghosted frame appears behind animating character)
- Added ability to identify any bone as an "origin" bone in the Character Editor. This effects whether bones connecting to that bone connect at the endpoint (based on what it connects to, it's length, and it's angle) or to connect to a relative angle and radius from the center of this bone (the way you must connect to bone 0) This allows you to connect multiple bones in multiple places to the same bone (for example both upper legs connect to different spots of the hip bone, or both upper arms connect to different spots of the shoulder bone)
- Ability to create templates from animations that can be used to make animations for new characters you create with ease!

If anyone has actually used this tool, I'd love to see some animations you've made. And please let me know if you find any bugs or errors.



If you're scared of change, you can still download v0.9 here.

Features planned for future versions:
- A comprehensive menu system and more tools for editing animations (instead of a single gui cluttered with buttons...)
- Make a character move while previewing an animation (useful for testing walking animations)
- "Undo" feature
- More accurate selection of body parts while moving or rotating them with the mouse
- Ability to create animations with multiple characters (if you want to animate them fighting, for example)

4
Technical forum / Re: Windows 8
« on: January 15, 2013, 04:35:13 AM »
Got Windows 8 machine for Christmas. No problems with wintermute so far.

5
Community bulletin board / Re: WME is 10 today!
« on: January 12, 2013, 07:40:22 PM »
HAPPY BIRTHDAY WME!

6
You want the project files, I'm guessing?

7
I found a crash bug related to TrueType fonts which I believe is what skuttleman was experiencing (could you please confirm your game uses TrueType fonts?).

All of my fonts are bitmap fonts.

8
I recently tried using this beta with a project I was working on with WME 1.9.1. My game seemed to run fine, but then I saved a game and then loaded it. After loading the saved game, I clicked on the screen (to make my actor walk) and my game shutdown. It did this 3 times in a row. When I went back to WME 1.9.1, my game ran fine.

9
Game announcements / Re: [IN DEVELOPMENT] The Guttenburg Project
« on: April 05, 2012, 06:04:03 PM »
I've added a new FIGHT SCENE DEMO for anyone who wants to check it out. Can't have a game about spies without action, right!?

10
Game announcements / [IN DEVELOPMENT] The Guttenburg Project
« on: March 22, 2012, 12:20:04 AM »
Current Status:
I decided to work on the end of the game so I could trick myself into thinking it was coming along faster than it really is. That might inspire me to work on it more. We'll see if that works....

Story:
Justin Time, seasoned spy for the United Kingdom's Secret Intelligence Service, has become jealous of the new up and coming agent, Alexa Dupree, for consistently making him look bad by kicking ass and taking names. When The SIS Chief, Dick Dodge, sends Alexa on a very important mission - instead of Justin - Justin decides to use the opportunity to make Alexa look bad and reclaim his status as top agent. Little does Justin know there is more at stake than just his reputation and he'll have to work with his rival, Alexa, to uncover a plot that will take all their cunning and a better part of their wit to surmount. Can you help Justin and Alexa pick up seemingly random objects for use in puzzles that - were you to face them in real life - would be better solved by just driving to the nearest hardware store and buying a sledge hammer?

Screenshots:
I'm no artist, so please be kind...


This is a sample of the fighting sequence.



This is Justin's and Alexa's boss' office.


Development Progress:
Story: 90%
Puzzles: 50%
Scripting: 45%
Graphics: 45%
Sound/Music: 35%

Development Diary:
19 December 2012
No new demos, but I've been plugging away at the game recently. New progress indicated above.

22 May 2012
Plugging along. I am now further along with the game than I was before switching to Wintermute. So far everything is going very well, let's hope it stays that way.

5 April 2012
I've been working on a fighting sequence that occurs about 1/3 through the main story. There is a DEMO available for anyone who wants to check it out!

21 March 2012
I made the switch from AGS to Wintermute. New DEMO available!

11
Technical forum / Re: What does the SaveState attribute save?
« on: March 02, 2012, 06:13:18 PM »
Yeah. I got that far...

What I was wondering is what else does "SaveState" save? I saw in the version history that it is supposed to save active/inactive. I know from playing around that it saves the sprite. But it doesn't seem to save, for example, the Caption if I change it at run-time. Is it too much trouble to ask for a list of saved attributes so I know what I need to make global variables for?

Thanks!

P.S. I am really enjoying using Wintermute. Thank you for a great tool!

12
Technical forum / What does the SaveState attribute save?
« on: March 02, 2012, 03:09:52 PM »
I'm pretty new to Wintermute (defected from AGS), so forgive me if this question is very simple, but does anyone know what entity attributes get saved when leaving/returning to a scene? I get that it saves the sprite, but it doesn't seem to save anything else (that I've checked for so far). Is there a way around this other than creating library-of-congress sized arrays to save attributes (like entity.Interactive)?

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