DS programming, 2D animation tools, etc.

Published April 15, 2008
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Although it's hard to believe, I've been at my current job for a year now, and it's unfortunately been damn near the same for a journal entry.

Anyways, to the fun stuff. The first game I was lead programmer on was just finished last month, and is currently going through Nintendo's lot-check. Garfield's Fun Fest is a little 2-D platformer with a couple of mini-games tossed in for good measure. It feels pretty good to finally finish it, and I'm looking forward to seeing it on shelves next month.

Here are a few screenshots.
GFF Screens at IGN

Free time has been a bit sparse, but I've been working on a 2D animation tool at home. My goal was to create a tool that could be used for a game such as Odin Sphere, but I ended up scaling it back considerably for the sake of getting it done.

Protonic 2D Animation Tool


Also, here is an early preview of it. I'm looking for any kind of feedback on it: bugs, missing features, difficulty to use, etc. Once finished it will be released free (as in beer) so hopefully any feedback I get will make it into something more valuable for the community.

It's written in C# so .NET is necessary, and there is currently no documentation. The idea is that it should be 'pick-up-and-use' friendly, although I know I haven't achieved that yet.

Protonic V0.1 Download

Anyways, thanks in advance for any feedback!
0 likes 3 comments

Comments

DecipherOne
Congratulations on finishing the Garfield title. Also, I'll check out the tool and send some feedback your way. Good to see your still at it.
April 16, 2008 08:41 PM
shadowcomplex
Thanks! It was a fun title to work on. Hope you find the tool interesting, I'm really looking forward to getting feedback to improve it.

Yep, still at it, just a little less public :)
April 16, 2008 09:49 PM
DecipherOne
The tool is a pretty good start. To be honest it wasn't extremely intuitive to use as for some reason my first idea was to be able to setup the image first and then create a frame from that, instead of setting up the frame and then adding an image, perhaps having either approach be acceptable maybe better, or maybe I just think weird.

Another thing was the scaling of the form as well as the buttons and image areas,
they were simply too big for my 1280X1024 display and I couldn't really resize the app where I felt comfortable with it, not really a big issue, but for a tool such as this I would probably want to be able to make it take up only a portion of the screen. You're probably aware of that one though, but it simply made it a little awkward to use.

Also along the same lines, I noticed that the edit boxes for the x and y translation don't reflect the actual location of the images, it's probably that you just haven't added that functionality yet, but once you do that will be a great benefit.

I'd also like to see a layers type of control where you can select which image you want to be active and have the focus in the animation area, this way you don't have to worry about accidentally clicking on the screen and making duplicate images. Being able to remove images from the frame would help with this as well.

Access to more variables such as transparency and render color in the editor interface would also be great. A play feature for instant viewing of the animations would really help bring this tool together.

You've got a great start, this is pretty similar to the animation tools I'm designing as well, you actually made more progress on your implementation though, and it really looks great so far.

Interesting also to see that you did make the switch from MFC to C# for your tools. How was the transition for you?
April 17, 2008 09:37 PM
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