Advertisement Jump to content
  • Advertisement
Sign in to follow this  
  • entry
  • comment
  • views

Researching my Animation Pipeline



This is my first blog post.

I am making a videogame as a learning exercise, using SDL 2.0 as my framework (I can't call it an engine, but I'm using it as my game engine).

I opted to attempt a 2D Turn Based game.



I have followed SDL tutorials and am now familiar with [Textures] and [Rectangles] in SDL, necessary for animating characters in the game.  I wrote wrapper code to turn my sprite sheets into living characters.

Now that I have achieved animation implementation, I focused on getting a practical art asset pipeline (drawing the sprite sheets).

1)  I first tried Medibang.  I had to manually position the sprites in my sprite sheet, and the Surface Pro 4 (tablet) didn't work.

2)  I then tried using Graphics Gale.  I found out I'm a terrible pixel artist.

3)  I checked out Krita again.  It turns my tablet into an electric oven.  But I can draw without lag, it has animation support, exports a series of png files, and I can use texture Packer to create the sprite sheet.


Gif with 1 Boar was made with Medibang.

The 3 sprite men were made with Graphics Gale, and the three boars were made with [ Krita + Texture Packer ].


What did I learn?

Animation is expensive, took me way longer to draw 16 frames of animation than I would have liked.

I want to focus more on programming more features, and less on animating.  Although I do want to see how "pretty" I can push a game.

For now, I'll try to stick to easier character designs and shorter idle animations.



1 Comment

Recommended Comments


Art is definitely a tough point for a lot of programmers, I like your style though! :)

Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • What is your GameDev Story?

    In 2019 we are celebrating 20 years of! Share your GameDev Story with us.

    (You must login to your account.)

  • Blog Entries

  • Similar Content

    • By Srifenbyxp
      I'm recruiting 2D animators for my game that's currently in development. I need high energy animators who are interested in making Rule-Of-Cool animations and excited with working with a team of Grad Students, Freelancers, and advisors in the gaming industry. This is a great game to get behind if you're looking to gain experience.
      We have a build that displays functionality available to download, however, because the game is still in its early stage none of the final approved artwork has been implemented yet.
      You can download the build from my LinkedIn Profile page in the Accomplishments > Project section here:
      Any animators should have a portfolio showcasing their abilities and have at least 5 hours of capacity a week to contribute to the game. We have Bi-Weekly Sprints and a weekly Agile Meeting every Sunday at 12:00 PM (1200 Hours) Eastern Standard Time. 
      At the moment everyone is working on the demo of the game for free, however, I plan on taking the game to Kickstarter in March to start funding.
      If you're interested and would like to assist, send me a message and we can do an interview!
      Project Name: Tricker Triger
      Team Size: 11 People
      Engine: Unity 2018.1.2f1 (64-bit)
      What you'll need: Hack n Plan & Google Drive | (GitHub is optional)
      Software needed: Any 2D software like photoshop is okay so long as it's licensed.
      Location: Remote
      Compensation (Full Game Development): Milestone Based & Revenue Share | Bonuses will be given via contributions made 
      Payment Methods:  Pay Pal
      Requirements: Portfolio
      Project Info: 
      Genre: Active Turn-based RPG
      Theme: Space Exploration | Science Fantasy
      A massive unknown energy wave exploded across the galaxy, causing warp gates to shut down and damage to electronics everywhere. Our Hero wakes up from a malfunction in a cryo-pod and is greeted by his unknown friend. Gather your companions and tread across different worlds where your decision will drastically have an effect on the story’s events.
      Goals: 1st) Combat | 2nd) Exploration | 3rd) Resource Gathering
      Targeted Audience: Age 18-25
      Development Time: 4 Months into development
      Progress: Tech side is almost completed, 3D Art is halfway done, some Progress on 2D animation, all 2D characters have been created.

      Art Style: Simplistic Stylize 

    • By Midnightas
      Simple problem compared to what is usually posted around here, but I'm trying to draw a rotated textured rectangle in my sprite batch:
      if(sprt->tex != tex) { flush(); sprt->tex = tex; } glm::vec2 oldHsize = hsize; hsize.x = oldHsize.x * cos(angle) - oldHsize.y * sin(angle); hsize.y = oldHsize.x * sin(angle) + oldHsize.y * cos(angle); data.push_back({{pos.x - hsize.x, pos.y - hsize.y}, {0, 1}}); data.push_back({{pos.x + hsize.x, pos.y - hsize.y}, {1, 1}}); data.push_back({{pos.x - hsize.x, pos.y + hsize.y}, {0, 0}}); data.push_back({{pos.x + hsize.x, pos.y - hsize.y}, {1, 1}}); data.push_back({{pos.x - hsize.x, pos.y + hsize.y}, {0, 0}}); data.push_back({{pos.x + hsize.x, pos.y + hsize.y}, {1, 0}}); } hsize is half the size of the sprite being drawn. But it seems to draw it completely incorrectly. If I slowly increase the value of angle, here's what it looks like (in the attachments).
    • By EmmersionStudios
      Hello GameDev Community,
      Ahead of the release of our first game, our team is looking to add an additional general skillset programmer and an artist with animation (opt bonus: particle effects) experience. "So..." you might be asking yourself, "what's the deal?" Why would you care about joining Emmersion Studios, when you can create your own team or go solo? Give me a few seconds of your time while you read below, and let me spell out exactly why we're the right team for you right now:
      Who We Are
      We're a group of people with high hopes to create large games in the future, patiently learning and honing our craft through the act of doing things. We're a group of people that understand each other and work off of each other, without the luxury of egotism (no money in the budget for "I") getting in the way of development. A full-fledged corporation (albeit a startup with little funding) with all the legal and business stuff taken care of so you don't have to wade through it yourself. A team with a marketing-focused design plan, intent on building our next project around a strong IP that will carry the game, and strong hooks to attract gaming journalists. Who We're Looking For
      Someone humble and interested in learning. Someone who is fairly knowledgeable about coding languages, but is wanting to learn additional skills for their own benefit and for the benefit of the next project. Someone serious about developing the game for the purpose of producing a professionally polished, high quality experience. Someone who works well with others and has a great, unique personality. What We're Working On
      Matchino, a free-to-play mobile game, is being released on January 16th, is our first title currently in beta testing for bug and balance fixes. This is intended to provide a revenue stream for further development. We're currently doing "Open Submission" for the next project (game) being developed. This involves a filtering, voting, and design blueprint process which will ensure that we have a more efficient development cycle than on Matchino. Any team member has the opportunity to fill out the online form and submit it to our konban board. If you're interested, please send your resume or portfolio to and we'll reach out to you post haste.
      Thanks for reading!
      Additional Websites & Social Media to Check Out:
    • By ecssiah
      I've begun work on an open source project called Last Ditch. It is similar in scope to Dwarf Fortress, but set in a futuristic environment. I'm looking for feedback on the general approach before I establish the foundations too thoroughly to adjust course. I also welcome interested contributors and collaborators.

      The repo for the project is available here:

      The file in the repo contains an outline for the project. I've begun writing it using SDL2. The goal is to keep the graphics as minimalist as possible in order to allow the most room for logic and depth. At this point, I have the tile map and some early menu systems and ui features working. This felt like a good time to take a breather and seek out some feedback. I also want to keep the libraries and design of the game as simple as possible to encourage contributions and engagement with the project.

      I originally set out to write the application using OpenGL, but found some friction due to the library being deprecated on mac. I want a cross-platform application, so I went to SDL.

      The main goal of the application is to watch a community grow and survive in a hostile environment by indirect control. The user controls one particular person in the application who has the ability to lead and manage the activities of others but does not have the ability to directly control them. The approach is going to share similarities with other management simulations.

      Another primary goal is to make sure the application is easily extensible and moddable, so this will entail choosing some kind of scripting system.

      Advice on any aspect of the application is greatly appreciated.


Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!