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AppGameKit Classic Chat / Best Sprite Animation Tool!! will AGK support this?

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bjadams
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Posted: 19th Apr 2012 22:45 Edited at: 19th Apr 2012 22:47
This is by FAR the best 2D sprite animation tool there ever was!

http://www.kickstarter.com/projects/539087245/spriter

The beta already supports a few game engines.

Will AppGameKit support this? (DarkBasic is listed)
kamac
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Posted: 19th Apr 2012 22:48
This editor can export animations as whole sheets, so the answer is why not?

It can also export as xml positions... And it is do-able to write your own functions to read separate parts positions.

In overall, sure.

bjadams
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Posted: 19th Apr 2012 23:36
Kamac, the big plus point of Spriter is not exporting animations as sheets, but using it's tweening system (xml positions) to make long and intricate animations without using 1000 spritesheets!!

There is mention of a darkbasic plugin support.

I hope that there will be interest to integrate it with AGK.
Paul Johnston
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Posted: 19th Apr 2012 23:56
It certainly looks interesting, I wouldn't mind having a look at a technical document about the file format if anyone knows of one? But with the number of features I can't imagine it would be easy to integrate.
bjadams
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Posted: 20th Apr 2012 00:35 Edited at: 20th Apr 2012 00:37
Paul, here are the tech specks...

http://dl.dropbox.com/u/1013446/Spriter%20Releases/BetaFileFormatRelease/BetaFileFormatRelease.zip

Interestingly enough DarkBasic is listed as one of the possible supported platforms!!!!
Ranietz
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Posted: 20th Apr 2012 02:42
It looks very interesting. Thanks for the heads up.
Mark Harrison
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Posted: 20th Apr 2012 04:29
Made my pledge about 2 weeks ago, this was on the 2D forums

yo
Nokiaqd
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Posted: 20th Apr 2012 10:24
it's work same? look at video on first page!
http://www.gamedev.ru/projects/forum/?id=159281
need api for agk =)

badablog.ru - bada developer
bjadams
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Posted: 20th Apr 2012 11:37
Mark, there is mention that DarkBasic will be supported.

Since this is a 2d tool and DarkBasic is similar to AppGameKit, then I think it would make a good option to integrate with AppGameKit in some way or another.

There are already a few SDKs supported. One other html5 SDK I use is already being supported.
Mark Harrison
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Posted: 20th Apr 2012 14:34
Really hope so

yo
blueFire
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Posted: 20th Apr 2012 17:17
I also pledged support of Spriter about two weeks ago. I think this is a tool that will allow us to create excellent sprites (equal in quality to sprites created for AAA game titles). I hope there is going to be an AppGameKit plug-in.

Jason
george++
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Posted: 20th Apr 2012 19:38
I am trying to view the video in its web page but I can hear only sound and view a green screen. Does anyone knows why this is happening?
XanthorXIII
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Posted: 21st Apr 2012 00:16
@Moraldi - Maybe your flash player needs to be updated if you haven't.
Or try a different browser.
Digital Awakening
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Posted: 21st Apr 2012 09:24
This is a must have! I am pledging now and plan to use it for my future projects.

Mark Harrison
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Posted: 22nd Apr 2012 05:46 Edited at: 22nd Apr 2012 05:48
Made a quick simple animated sprite with spriter beta and popped it into a game i'm working on:

http://youtu.be/LpjnoSZgNlI

Anyone know of any good, free or cheap video capture software?
I'm using Gregion.

yo
JimHawkins
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Posted: 22nd Apr 2012 09:53
Camtasia Studio is probably the best, but it costs £230. I use it a lot for training videos. There is a cut-down version called Snagit which costs £38, but I haven't tried it.

-- Jim
Mobiius
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Posted: 22nd Apr 2012 13:00 Edited at: 22nd Apr 2012 13:01
Fraps demo.

But I use adobe captivate for all my screen recording.

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bjadams
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Posted: 23rd Apr 2012 14:06
Its incredible how in a matter of just a few days this toolkit has already been implemented in 13 DIFFERENT SDKs!

I think Spriter will become a new industry standard for 2D gaming.

AGK has a lot of potential, but it has to keep afloat with new technologies not left behind!
Cliff Mellangard 3DEGS
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Posted: 24th Apr 2012 09:32
Amazing tool!
If agk are going to survive as a tool for mobile devices so do i belive it nead support for it?
The competition is adding support!
baxslash
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Posted: 24th Apr 2012 15:30
Only after downloading / installing the Beta did I realise I tried this out a few months ago. It still seems pretty good.

I don't think the survival of AppGameKit depends on it but it certainly would be handy to have support for it. I will have to try it out properly when I have a project that merits it.

bjadams
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Posted: 24th Apr 2012 16:08
Baxslash, it would make a lot of sense for AppGameKit - a 2D games sdk - to support this tool natively, since it already seems to be garnering the attention of the indie industry.

Other SDKs added support in a matter of DAYS!
baxslash
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Posted: 24th Apr 2012 17:07
The current list of plugins on their site is:
Quote: "
Stay tuned for complete Spriter file support coming soon for:
•Construct (already in public Beta!)
•Construct 2 (preliminary stages)
•Torque (7% in development)
•Unity 3D (5% in development)
Other future plug-ins will include:
•Multimedia Fusion
•Dark Basic
•Game Maker
•Unreal Engine
"

Which seems to suggest only Construct has a plugin so far...

The file format is simple so I figure any one of us could provide a set of tools for this right now. TGC could go ahead and add some built in commands but I doubt they would be too hard to write:
Quote: "

Spriter's Open, Universal File Format

Spriter game animations won't be tied to a specific development tool. Spriter saves to a fully open XML based format we call SCML, which is an acronym for Spriter Character Markup Language. Our intention is to get Spriter animation supported on every major game authoring tool. So far, we have a feature complete Scirra Construct Classic plugin in beta for creating DirectX 9 games with Spriter. Work has begun by third parties on Unity and Torque2d support for Spriter animations, which means soon Spriter animated characters could be possible on PC, Mac, PS3, XBOX360, Wii, Android, iOS, and Flash.

Anything that can read XML and display images in different positions, can support Spriter animation. With the early version of the plugin we're developing for Scirra's amazing HTML5 game creator Construct 2, we've actually managed to load and animate a Spriter character in a standard HTML5/javascript webpage, this is without using any special plugins - just a stock browser. We are also pursuing support on GameMaker, MMF2, DarkBasic, and other popular game engines.

In addition to the plugins and extensions we will be creating in house or outsourcing to a third party, we will provide full documentation of the file specification and free support on our forums to anyone who wants to integrate Spriter animation support into any game authoring tool or programming language, including their own proprietary game engine."


baxslash
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Posted: 24th Apr 2012 17:14 Edited at: 24th Apr 2012 17:14
Here is the basic file format which seems pretty easy to parse and get data from:


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bjadams
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Posted: 24th Apr 2012 17:20
Baxslash those are the exporters the Spriter Team will develop themselves.

Other 3rd party people have already developed working implementations for these sdks:

Cocos2d(by @TacoGraveyard) http://www.youtube.com/watch?feature=player_embedded&v=mtX0a26voWU

GameMaker(by icuurd12b42) http://gmc.yoyogames.com/index.php?showtopic=537492

Flashpunk(by @abeltoy) http://www.brashmonkey.com/spriter/PunkSpriter.swf

Flixel(by @abeltoy) http://www.brashmonkey.com/spriter/FlxSpriter.swf

Starling(by @abeltoy) http://www.brashmonkey.com/spriter/StarlingSpriter.html

AS3(by @abeltoy) http://www.brashmonkey.com/spriter/BitmapSpriter.swf

XNA(by Mark Schmelzenbach) http://www.brashmonkey.com/spriter/SpriterBetaXNA.zip

JBlocks(by Zeroluck)

Libgdx (by Christian Finckler) http://www.badlogicgames.com/forum/viewtopic.php?f=17&t=3863

Love2D(by @mariocaprino)

Torque2D(by @FractalOutlook)

SFML(by @mrwonko)https://github.com/mrwonko/SFMLSpriter/downloads

Monkey(by therevills) http://www.monkeycoder.co.nz/Community/posts.php?topic=2709
baxslash
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Posted: 24th Apr 2012 17:40
Nice Some of those are just examples of Spriter data being used in those engines though aren't they? Hardly any are the engines providing support for Spriter. Monkey is, Gamemaker is, SFML seems to be.

I couldn't get these links to work:
http://www.brashmonkey.com/spriter/PunkSpriter.swf
http://www.brashmonkey.com/spriter/FlxSpriter.swf
http://www.brashmonkey.com/spriter/BitmapSpriter.swf

This one is just a forum post about Spriter, not any kind of implementation:
http://www.badlogicgames.com/forum/viewtopic.php?f=17&t=3863

As you can see though the file format is really simple. I have contacted brash monkey to see what they can do to help but I figure this would be pretty easy to attempt so I'm going to give it a go when I get some time.

Doomster
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Posted: 24th Apr 2012 19:54 Edited at: 24th Apr 2012 19:56
Instead of screaming for internal support for Spriter, I think this shows a way more important feature, that is currently not supported: XML, INI and other, widely used, text formats - this way parsing things like the "Spriter animations" would be easier to implement, since one doesn't have to write his own functions for dealing with the data format, but only for the handling of the actual, important data itself.

Especially once HTTP-commands etc. are added, people will probably want to make use of third-person api's, for example things like an image hoster for screenshot sharing, or a movie database app that collects informations from online databases - and most of such services output their data using XML & YAML and co.

Now, it's definitely possible to write such parsers yourself, using the included string commands, but an internal method for working with this kind of data would surely benefit the actual speed and the ease-of-use.

I personally think that this is one thing where AppGameKit could really excel over DBP by offering direct support, instead of relying on libraries written in AppGameKit (at least for Tier 1).

-Doomster

Mobiius
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Posted: 24th Apr 2012 22:48
Quote: "Now, it's definitely possible to write such parsers yourself, using the included string commands"

I did for my game engines, and use it heavily.

It was really simple to create too.

"here is a an expression to remember - He who has the gold makes the rules."
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Spacebuddy
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Posted: 24th Apr 2012 23:28
I use this for my sprites

http://www.xshld.com/splicer.html
bjadams
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Posted: 25th Apr 2012 09:41
SpaceBuddy, check out Spriter, it's main function is not to use it as a spritesheet creator!

There's a reason why the indie gaming industry is going crazy about this product!!!!
baxslash
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Posted: 25th Apr 2012 11:27
I decided to try parsing the example file today. I'm starting now so I'll post my results... when they're ready. Lucid from BM suggested it has taken between 2 hrs and 2 days to write parsers from other languages. I aim to have something that will be re-usable IE. with handy functions for setting the current animation for a character etc.

I was thinking it through while feeding my 1 month old in the middle of the night and have a solution in mind.

The Slayer
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Posted: 25th Apr 2012 14:25
Quote: "I was thinking it through while feeding my 1 month old in the middle of the night and have a solution in mind."

Hahaha, what did the toddler say? 'Do it like this, daddy'?
The benefits of a child, aye?

As for Spriter, I'm sure this will be a great tool for us indie 2D game devs.
I hope it'll be possible to buy this by Bank/Wire transfer, cuz I don't have Mastercard.

baxslash
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Posted: 25th Apr 2012 14:28
Quote: "Hahaha, what did the toddler say? 'Do it like this, daddy'?"

I wish

I have my parser loading the file and putting all the data into some useful arrays.

Now to get it loading the images and putting them to use!

DVader
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Posted: 25th Apr 2012 16:06
I've looked at this, but credit card only to pledge Seems a good package and the XML files seem a good way to retrieve the data needed into AppGameKit to use it. Like the Slayer I will have to wait for other payment options.

baxslash
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Posted: 25th Apr 2012 16:30 Edited at: 25th Apr 2012 19:02
Here's a single frame import. Just need to animate it



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polomint
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Posted: 25th Apr 2012 17:03
Looking good,

Blackberry App Development & ZX Spectrum Game Development.
baxslash
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Posted: 25th Apr 2012 19:00
Here's a working version although my code is very messy... I will tidy it up and add some handy functions / explanations etc if anyone is interested but this has taken longer than it needed to because of the amount of prep work I put into making this useful later (particularly when the new draw commands come out).

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bjadams
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Posted: 25th Apr 2012 19:25
★★★★★ for Baxslash!
Nokiaqd
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Posted: 26th Apr 2012 07:00 Edited at: 26th Apr 2012 11:54
baxslash
you best man =)) thx, no meny thx =)

badablog.ru - bada developer
baxslash
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Posted: 26th Apr 2012 09:12
Thanks guys

I hope it's useful.

Mark Harrison
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Posted: 26th Apr 2012 11:05
awsome

yo
baxslash
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Posted: 26th Apr 2012 11:53 Edited at: 26th Apr 2012 11:58
I've got character scaling in now too Character flip is next (X and Y), then character angle.



That should give enough tools to do just about anything with the Beta version I would imagine. Is it too late to pledge?

EDIT: Not too late so I just did $25

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baxslash
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Posted: 26th Apr 2012 12:21 Edited at: 26th Apr 2012 12:26
Sorry to double post but I have flip and rotate code now too



For those wondering about speed I'm losing around 24fps per character on my PC. I will try to optimise my code and see if that helps a bit. Each character is made up of around 30 sprites here so I'm guessing that's the main speed issue (20 players at 30 sprites each is 600 sprites being cloned, positioned, rotated, scaled, flipped etc each loop). Still getting 80 fps with 20 players isn't too shabby.

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Hodgey
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Posted: 26th Apr 2012 13:38
This is looking fantastic baxslash! Hopefully, the new commands will allow for more optimisation.

Nokiaqd
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Posted: 26th Apr 2012 13:44
+ 25$ frome my card =) I curse the procedure simply to register my account

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baxslash
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Posted: 26th Apr 2012 13:46
Quote: "This is looking fantastic baxslash! Hopefully, the new commands will allow for more optimisation."

Maybe. Seems to me that one way this might be used better is to create a set of animation frames by pre-rendering them into separate images. My system could be used to create the sprite frames as the game / level is loaded.

I think that would be the best use of resources because the game can stay small to download and not have to use these commands every loop which seems to be the cause of the slow-down.

I'm just fixing some minor bugs then I'll tidy up the code and upload a new version.

baxslash
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Posted: 26th Apr 2012 18:07
I have started a thread for the new release of this set of functions here:
http://forum.thegamecreators.com/?m=forum_view&t=196275&b=41&p=0

bjadams
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Posted: 26th Apr 2012 22:50
Baxslash, the pre-rendering option is a good idea for sprites with less than 20 frames, but with sprites with many frames it will take quite a bit of ram
baxslash
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Posted: 27th Apr 2012 10:50
Quote: "Baxslash, the pre-rendering option is a good idea for sprites with less than 20 frames, but with sprites with many frames it will take quite a bit of ram"

Yes I know but it would be a good option to have for an object with many parts but few frames. Mind you I suppose that could be directly exported as a complete image from Spriter... good point, maybe I can save myself some work.

I was going to do a simple demo of changing the character's weapons / armour. I think I'll add a couple of simple functions to do that:

name$ would be the name of the image as stored in Spriter and imageID would be the new image to use.

So you could use it like this:


bjadams
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Posted: 27th Apr 2012 21:00
Baxslash, yes Spriter can export baked sprites as spritesheets so no need to spend much time there!
bjadams
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Posted: 12th May 2012 14:04

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