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TNT Animator Studio promo video 1 and beta test. — Gideros Forum

TNT Animator Studio promo video 1 and beta test.

Hi guys here is the promo video of Tnt Animator studio:





coming soon...

as always i need some beta tester...

so if you think you cann use in your next games just drop me an email !! (max 5 beta tester)

ciao!
more info soon...

sample source of demo:
 
--------------------------------------------
-- TNT Animator Studio 1.00               --
-- Copygiht (C) 2012 By Gianluca D'Angelo --
-- All Right Reserved.                    --
--------------------------------------------
-- example 1  ** walking guys **          --
--------------------------------------------
-- for GIDEROS 2012.2.2.2 or above        --
--------------------------------------------
 
application:setKeepAwake(true)
application:setBackgroundColor(0x252530)
 
 
 
-- just read texture pack
local texturePack = TexturePack.new("boyPack_1.txt", "boyPack_1.png")
local background = Bitmap.new(Texture.new("logo.png"))
 
-- init texture animation loader and read animations... 
animLoader = CTNTAnimatorLoader.new() -- REAL CODE FOR MANAGE ANIMATION
 
-- read nimation infos from file "boyPack_1.tan" use texture pack defined in texturePack and center all sprites...
animLoader:loadAnimations("boyPack_1.tan", texturePack, true) -- REAL CODE FOR MANAGE ANIMATION
 
cBoy = Core.class(Sprite)
 
 
function cBoy:init()
    self.anim = CTNTAnimator.new(animLoader)   -- REAL CODE FOR MANAGE ANIMATION
 
    self.direction = math.random(1, 4)
    if self.direction == 1 then
        self.anim:setAnimation("BOY_LEFT")
    elseif self.direction == 2 then
        self.anim:setAnimation("BOY_RIGHT")
    elseif self.direction == 3 then
        self.anim:setAnimation("BOY_UP")
    elseif self.direction == 4 then
        self.anim:setAnimation("BOY_DOWN")
    end
    self.anim:setSpeed(math.random(60, 120))
 
    self.anim:addChildAnimation(self) -- REAL CODE FOR MANAGE ANIMATION
    self.anim:startAnimation() -- REAL CODE FOR MANAGE ANIMATION
 
	self.xPos = math.random(0, 320)
    self.yPos = math.random(0, 480)
    self.speed = self.anim:getSpeed() * 500
    self.w = application:getLogicalWidth() + 32
    self.h = application:getLogicalHeight() + 32
    self:setPosition(self.xPos, self.yPos)
    self:addEventListener(Event.ENTER_FRAME, self.onEnterFrame, self)
end
 
function cBoy:onEnterFrame(event)
    if self.direction == 1 then
        self.xPos = self.xPos - (self.speed * event.deltaTime)
        if self.xPos < -32 then
            self.xPos = self.w
        end
    elseif self.direction == 2 then
        self.xPos = self.xPos + (self.speed * event.deltaTime)
        if self.xPos > self.w then
            self.xPos = -32
        end
    elseif self.direction == 3 then
        self.yPos = self.yPos - (self.speed * event.deltaTime)
        if self.yPos < -32 then
            self.yPos = self.h
        end
    elseif self.direction == 4 then
        self.yPos = self.yPos + (self.speed * event.deltaTime)
        if self.yPos > self.h then
            self.yPos = -32
        end
    end
    self:setPosition(self.xPos, self.yPos)
end
 
 
 
stage:addChild(background)
local boy = {}
for j = 1, 25 do
    boy[j] = cBoy.new()
    stage:addChild(boy[j])
end
manage your animation in only 5 line of code...

if you change animation (with animator editor) no need to change your code!!!

REALLY REALLY FAST and SMOOTH !!!! (running on my old iPod 2^nd gen in the video)

Timed animation... so the animations speed are the same on EVERY device!

:D
TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
www.tntengine.com
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Comments

  • @GregBUG: Would it be possible to use a textureRegion of a much larger texture as your animation texturePack. I have got into the habit of trying to fit as much of my graphics into one large texture (using Gideros Texture Packer), this includes my font textures and also any tilemap tiles I might be using and then passing the texture region instead of a filename.

    @atilim: I think this was discussed here but did you get any further on extending the API to cover this functionality?
  • GregBUGGregBUG Guru
    edited July 2012
    @GregBUG: Would it be possible to use a textureRegion of a much larger texture as your animation texturePack. I have got into the habit of trying to fit as much of my graphics into one large texture (using Gideros Texture Packer), this includes my font textures and also any tilemap tiles I might be using and then passing the texture region instead of a filename.
    local texturePack = TexturePack.new("boyPack_1.txt", "boyPack_1.png")
    with this you load all texture gfx (i think only @atilim can add textureRegion feature, that i think would be very intresting feature!)

    for tnt animator you can use texture pack with mixed game gfx with no problems. ex. in boyPack_1.png you can have all animation sprites plus other game graphics... tnt animator studio use and allocate only used animation sprites. gfx.

    :)
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • TeranthTeranth Member
    edited July 2012
    Looks really awesome Greg can't wait to try it out for sure :) Been looking forward to the timed animation support. :)
    ThumbHurt Games / FB: ThumbHurt Games / FB: Eli/Teranth | Skype: teranth37
  • hope to release beta1 this night or tomorrow to all beta tester!
    stay tuned !
    check your mail box!
    >:)
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • I really would like to be a tester. I was working on a game and ran into a weird issue while using movieclip. The animations on the second scene would not play at all. It is so frustrating. I'm not sure if it's me or a bug but I'm looking for a better way right now.
  • @Teranth
    @fierceblaze
    hey guys can you send your emails please?

    (gregbug @ gmail dot com)

    thanks.
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • Just created a DropBox shared folder with Beta 1 of Animator

    BETA 1 IS ALIVE !!! :)

    Simple docs coming very soon...
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • Got mine! Do we have to use the Gideros texture pack format? I'm currently trying to port BoulderDash and this is the image file and obviously it isn't in Gideros' format.

    https://github.com/jakesgordon/javascript-boulderdash/blob/master/images/sprites.png

    Dislikes: troysandal

    +1 -1 (+0 / -1 )Share on Facebook
  • Got mine! Do we have to use the Gideros texture pack format? I'm currently trying to port BoulderDash and this is the image file and obviously it isn't in Gideros' format.

    https://github.com/jakesgordon/javascript-boulderdash/blob/master/images/sprites.png

    yes i used Gideros standard texture pack format...

    but i think you can extract frames from your png (ex. with gimp) and then "repack" with gideros...

    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • Email sent, can't wait to see this one :)
    ThumbHurt Games / FB: ThumbHurt Games / FB: Eli/Teranth | Skype: teranth37
  • ps: (for those that use osx) the icon of animator editor is correct on your systems ?
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • GregBUGGregBUG Guru
    edited July 2012
    Email sent, can't wait to see this one :)
    just added. :)

    i'm writing some docs...
    for now only 1 example and no docs at all...
    the animator lib is very "basic" for now... (just essential functions for animation... next adds will be events and (but i'm not sure) collision (circle and rectangle) system (i'd like to write using C NDK))

    ... writing little docs now ...

    :)
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • GregBUGGregBUG Guru
    edited July 2012
    @Magnusviri thanks.


    added VERY VERY SIMPLE REFERENCE DOC.
    (see example 1 on how to use)

    ------------------------------------------------------------
    CTNTAnimatorLoader Class


    CTNTAnimatorLoader:init()
    CTNTAnimatorLoader:loadAnimations(fileName, texture, midHandle) -- load animations
    CTNTAnimatorLoader:free() -- free animator loader memory


    ------------------------------------------------------------
    CTNTAnimator Class

    CTNTAnimator:init(AnimatorLoader) -- init animation
    CTNTAnimator:free() -- free animation memory

    CTNTAnimator:getLoop() -- get if animation is looped or not --
    CTNTAnimator:setLoop(setLoop) -- set animation Loop On/Off --
    CTNTAnimator:getSpeed() -- get animation speed (in millisecs) --
    CTNTAnimator:setSpeed(ms) -- set animation speed (in millisecs) --

    CTNTAnimator:getFrameCount() -- release frame count of current animation

    CTNTAnimator:setAnimation(AnimationName) -- set current animation (defined with editor)
    CTNTAnimator:getAnimation() -- get current animation name

    CTNTAnimator:isVisible -- not yet implemented
    CTNTAnimator:setVisible -- not yet implemented

    CTNTAnimator:addChildAnimation(parentGroup) -- add animation to scene group

    CTNTAnimator:startAnimation -- start animation (from 1st^ frame)
    CTNTAnimator:stopAnimation -- stop animation (on predefined stop frame)
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • For me the icon doesn't seem to be the same as my windows machine. My mac is displaying one of the default Mac icons (pencil/brush and ruler on paper)

    Going to see how easy I can whip up a simple example using this :) so far it looks great Greg
    ThumbHurt Games / FB: ThumbHurt Games / FB: Eli/Teranth | Skype: teranth37
  • GregBUGGregBUG Guru
    edited July 2012
    to @all beta tester UPDATE BETA 2 ONLINE

    new in this update:

    =======================================================
    Added EVENTS.
    Added Example 2 to show how use events and runtime animation speed variation.

    – BUGFIX (Windows) Editor
    if Animation not looped and with no default StopOnFrame defined player crash - reported by Teranth

    – Added CTNTAnimator:animationRunning() return True if animation is running else false

    – CHANGED CTNTAnimator:startAnimation to
    CTNTAnimator:playAnimation(playFromFrame)
    playFromFrame is optional and if defined animation start from here
    also if you call startAnimation when animation is running no code is executed.
    StartAnimarion raise event ANIM_START when animation is started

    – CTNTAnimator:stopAnimation(stopOnFrame)
    stopOnFrame is optional and if defined animation stop here.
    also if you call stopAnimation when animation is stopped no code is executed.
    stopAnimarion raise event ANIM_STOP when animation is stopped or ended.

    – setAnimation(AnimationName)
    if “AnimationName” is current animation no code is executed.

    ========================================================

    hope you like!

    ps: for user that contact me by tnt email support (jose... Gibb...) to join beta test program:
    i need your email... if you want to join beta test program send me you email ! :)

    Happy coding!!
    Ps to all beta tester:
    if you make some little nice examples and want to add in animator official package as an example... just email me... and i'll add in next update ;)

    B-)

    EDIT: example 2 work only on device !!! (it uses accelerometer)
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • Cool, going to check it out as soon as I have a few moments :) Thanks Greg!
    ThumbHurt Games / FB: ThumbHurt Games / FB: Eli/Teranth | Skype: teranth37
  • ruxpinruxpin Member
    One tip that I would tell everyone is that any Animations you make will have their name changed to all caps. I probably spent 10 minutes trying to figure out why it would not load my animation.

    example:
    "BaseWalkWest" -> "BASEWALKWEST"
  • GregBUGGregBUG Guru
    edited July 2012
    One tip that I would tell everyone is that any Animations you make will have their name changed to all caps. I probably spent 10 minutes trying to figure out why it would not load my animation.

    example:
    "BaseWalkWest" -> "BASEWALKWEST"
    yes, right.!

    i forgot to write in "docs".

    sorry. :P
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • ruxpinruxpin Member
    Is the AnchorPoint of Animations not at (0, 0)? I have tried a few different tests and no matter what, it is not at the top-left corner.
  • GregBUGGregBUG Guru
    edited July 2012
    Is the AnchorPoint of Animations not at (0, 0)? I have tried a few different tests and no matter what, it is not at the top-left corner.
    on
    CTNTAnimatorLoader:loadAnimations(fileName, texture, midHandle)

    if midHandle is true all animation frames are mid handled (same as setting setAnchePoint(.5, .5)) else animation frames are 0,0 handled.

    BTW just added (and so avaible from next beta)

    CTNTAnimator:setAnimAnchorPoint(x, y)

    that set bitmap handle for all animation frames to x, y) ...

    work exactly as (gideros) setAnchorPoint(x, y) so...

    ----
    Sets the anchor point of Bitmap object.

    Each Bitmap object has an anchor point that affects the positioning of the texture displayed. By modifying the anchor point, you change the origin of the texture. For example, setting the anchor point to (0.5, 0.5) moves the center of the texture to the origin. If you set the anchor point to (1, 1) instead, the bottom-right corner of the texture will be the origin. The default value of anchor point is (0, 0) which means top-left of the texture is the origin by default.

    Parameters:
    x: (number) The x coordinate of anchor point. Usually between [0, 1].
    y: (number) The y coordinate of anchor point. Usually between [0, 1].
    ----

    hope it helps.



    :D
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • GregBUGGregBUG Guru
    edited July 2012
    a little status update:

    TNT Animator is coming nicely...

    not so many bugs (at least reported from beta tester!) :P

    new features for beta3 (out for beta tester tomorrow):


    added (after @ruxpin report)
    + CTNTAnimator:setAnimAnchorPoint(x, y, [animation])
    set all animation frames to x, y handle.
    "animation" is optional: if defined AnchorPoint is applied only on this animation.
    ex. anim:setAnimAnchorPoint(1,1, "BOY_LEFT") anchor point is applied only on "BOY_LEFT" animation.

    + improved event system. now events return the name of the current animation. ( see events on example 2 )


    now back to code... :)

    ciao! ;)
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • @GregBUG Very cool :) I will be taking a lok at Beta 3 as soon as it's out, I haven't ran into any other issues yet, your code works rather well--and it's FAST! :)
    ThumbHurt Games / FB: ThumbHurt Games / FB: Eli/Teranth | Skype: teranth37
  • hi guys i'm wirting docs...

    is there a volunteer who wants to correct / integrate the documentation?

    as you know, i'm really bad writing English. :\">
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • @GregBUG - You'll get plenty of practice writing English trying to get your post count back up! :)
    WhiteTree Games - Home, home on the web, where the bits and bytes they do play!
    #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
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