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Animate2D

Member Since 16 Oct 2012
Offline Last Active Mar 21 2013 06:06 AM
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#4998633 Returning multiple values from function C++

Posted by Animate2D on 07 November 2012 - 05:06 PM

Just a hunch...

Perhaps you mean to do this:

void RenderBttn(sf::RenderWindow &destination,int mouseX, int mouseY,sf::Texture &button, sf::Texture &button_on)
{

sf::Sprite result(IsIn(mouseX,mouseY) ? button_on : button);
result.setPosition( m_x , m_y);
destination.draw(result);
}

Instead of this:

void RenderBttn(sf::RenderWindow &destination,int mouseX, int mouseY,sf::Texture button, sf::Texture button_on)
{

sf::Sprite result(IsIn(mouseX,mouseY) ? button_on : button);
result.setPosition( m_x , m_y);
destination.draw(result);
}


#4997740 How to start?

Posted by Animate2D on 05 November 2012 - 03:39 PM

Honestly... perhaps you should start with the artwork/game concept and team up with programmers with some experience to actually code the game. There are plenty of newbies that can program wanting to get involved with something on this site.

There is alot more to a game than the code. I've heard accounts from experienced game developers that code accounts for only 20% of the effort and level/art/concept the other 80%. You don't have to actually program to be a game developer. The programmer was hard core and believe coded the spiderman game engine. He also gave a talk at google I/O on the game he wrote for android, 'Replica island'.

I've developed a simple 2D mobile animation tool so i can work on animations on break at work or on the train. I've written no code for this game yet until i am happy with the set of animations i've developed for it will then write a level builder tool for scene compositing. And plugin the characters i've created.


#4996967 Box2D: Understanding the conversion to pixels

Posted by Animate2D on 03 November 2012 - 02:33 PM

It is my understanding that Box2D is optimized for an acceleration of 10m/s2. You chose a scaling factor that works for the dimensions of your game. And should be sizably larger than 1 because that will cause objects resting on one another to have a visible jitter.

Personally I've found this conversion to be a pain in the butt as well as the Box2D collision handling API. I chose to use chipmunk instead. Though some argue that Box2D is smoother, I haven't found any real difference because it all depends on the number of sub iteration steps you choose. Of which there is no such animal as a conversion ratio to from meters to pixels. Pixels is the internal unit for Chipmunk.

But there is one valid reason to use Box2D instead of Chipmunk and that is continuous collision detection. If in a time step Box2D detects two objects went through each other if one body is defined as bullet, then Box2D will backtrack to the point prior to the objects passing through each other and redo the collision detection from that point.

The other thing I don't like about Box2D is the way bodies can snag on a path of segment shapes. There is a special type of joint to use to avoid this and I forget its name.

Here is a link I think may help.


#4994804 Tutorials & Downloads (Under repair)

Posted by Animate2D on 28 October 2012 - 12:59 PM

I just published a mobile 2D cutout style animation tool called Animate2D on google play. It is somewhat of a stepping stone toward creating a game engine on top of a game engine that allows you to focus more so on the artistic content of game development rather than the technical. I started with character animation loop tool as the first tool in a series of mobile apps. Please checkout my post on gamedev here.

Introductory documentation on my blog here and here.

Thanks!


#4994787 Create a Game Engine

Posted by Animate2D on 28 October 2012 - 12:03 PM

I just published a mobile 2D cutout style animation tool on google play as somewhat of a stepping stone toward creating a game engine that allows you to focus more so on the artistic content of game development rather than the technical. I started with character animation loop development as the first tool in a series of tools. Please checkout my post on gamedev here or here as I don't quite know the properly location for it according to the post http://www.gamedev.net/topic/574344-does-my-post-belong-here/ it seems to indicate it belonged in this room.


#4994784 Feedback on Animate2D: Mobile 2D Character Animation tool in the Cutout Style

Posted by Animate2D on 28 October 2012 - 11:53 AM

In summary, Animate2D is a newly released 2D mobile character animation looping tool currently available in google play and will soon be available for the iOS platform. The 2D game engine used is WiEngine and APIs are available for incorporation into your mobile app either by coding your own loader or adapting the loader designed to work with WiEngine, which can be done relatively easily by extracting virtual interfaces for you to implement.


Screenshot_2012-10-16-10-43-51.png


I've put together some more detailed documentation on how to use Animate2D and would like some feedback on the tools and manipulations available. The documentation can be found on my blog here (detailed description of tools) and here (more general description of usage).


Here is a short video sampler of some animations done using Animate2D. I am not a professional animator and did these myself using this tool.

I am eagerly awaiting feedback.


Kind Regards,
Animate2D
jc@animate2d.com


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