• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
chrisprij

Control Structure for Animating Billboards

2 posts in this topic

Currently I'm working on a 2.5D FPS game somewhat like Doom graphics-wise. Currently, I decided that before getting into polygon-structured enemies (especially in a Java software renderer), I would deal with 2D billboard sprites that emulate the behavior of a 3D character (animations for running sideways, forward, away, etc.), just like in Doom. I already can render sprites in the game, and have the animations face the correct way using vector math (the "look" vector). 

 

However, now I'm thinking about how to control the animations for the enemies; an attack or death animation each have multiple frames. If i wanted to stop an attack animation because they die, would I add a simple check for that, or is there a more elegant solution? Just trying to create a good structure for the animations in my game . . .

 

As of right now, I have a enum called AnimationFrames, which loads each frame of an animation into a variable, so there's an AttackFrame1, AttackFrame2, etc, as well as an endFrame to know when the animation is over. The renderFrame() method sends the frame to the rendering pipeline. The nextFrame() method decides what the next frame would be (hopefully all this is self explanatory). Would I structure the animation control schemes like this:

 

public void attackAnimation(/*stuff*/) {
	AnimationFrame frame = AnimationFrame.attackframe1;
	while (!dead && frame != Frame.endFrame) {
		renderFrame(frame);
		frame = nextFrame(“attack”, frame);
	}
}

public void dieAnimation(/*stuff*/) {
	AnimationFrame frame = AnimationFrame.dieFrame1;
	while (frame != Frame.endFrame) {
		renderFrame(frame);
		frame = nextFrame(“die”, frame);
	}
}

 

or is there a more elegant or obvious solution? Am I missing something? I'm not even exactly sure what to ask tongue.png I'm just wondering if this will work for a control scheme . . .I would start programming this into my game to test it out now, but I'm unfortunately behind code-wise than I am idea/planning-wise.

 

On a side note, does anyone have any useful links or books/articles that deal with controlling the flow of animation in a game? This seems to be the topic I'm currently addressing in my game.

 

--Chris

0

Share this post


Link to post
Share on other sites

The way I have seen animation implemented in game engines has been quite the same everywhere: they define a class (let's say Animation) that has a method Update(timeFromLast) and a variable animationTime. Update adds timeFromLast to animationTime and finds the current frame (or interpolation of them). There is usually also an enum that specifies the behaviour at the beginning/end; without interpolation, loop and stop are probably the only reasonable behaviour.

 

Drawing an animated object is simple then: you usually take the current frame from Animation in draw() function of your model and make the magic there.

0

Share this post


Link to post
Share on other sites

The way I have seen animation implemented in game engines has been quite the same everywhere: they define a class (let's say Animation) that has a method Update(timeFromLast) and a variable animationTime. Update adds timeFromLast to animationTime and finds the current frame (or interpolation of them). There is usually also an enum that specifies the behaviour at the beginning/end; without interpolation, loop and stop are probably the only reasonable behaviour.

 

Drawing an animated object is simple then: you usually take the current frame from Animation in draw() function of your model and make the magic there.

 

ifthen,

 

That makes sense smile.png But how exactly does that fit in with a character being mid-attack animation to switch to the dying animation? Does the update() method then interpolate between the current attack frame and the first dying frame, and then continue with the dying frames, or something along those lines? Should I make another method for this? I might be getting too much into the details here...

Edited by chrisprij
0

Share this post


Link to post
Share on other sites

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
Sign in to follow this  
Followers 0