Animation Import Suggestion

New releases and general discussions.

Post » Fri May 29, 2009 1:18 pm

Me again, just a warning, if you haven't seen it already, this is quite a wall. But please hear me out :)
I've suggested this before and I've had some devs say they like it but i haven't heard of any more progress on it. I didn't know whether or not to make a new thread or necro the old one so here's a new one :mrgreen: as I don't know if I explained myself correctly last time
My suggestion is for those of us that like to render all our animation directions into one file/image series.
Eg: walking right, walking down, walking left then walking left - ALL in the one animation file/image series.

What I would like to see is on the import frames dialogue and option to create a new animation angle of X degrees every Y frames imported.
This would DRASTICALLY steamline the animation import process because as it stands, using the current method of importing animations, the user would have to:
1 - import the entire animation into ONE animation angle
2 - manually enter every new animation angle (no sweat you say? try having a 64 direction animation)
3 - Cut the required frames out of the main import animation angle and paste them into the correct animation angle
4 - repeat till finished for each animation

As you can imagine, for a sprite with 32+ animation angles and multiple animations, this could/does take a looooong time :(

With the proposed method the user would have to:
1 - Set the angle amount (hopefully with direction presets, eg: 2, 4, 8, 32, 64 directions)
2 - Set the amount of frames that equal one animation cycle
3 - click import

Quazi kindly told us that it is a common method in game making and that games such as Starcraft even imported their animations in a similar way.

This would make creating rendered sprites with many animation angles a breeze rather than a loathsome chore! And considering the tileset import does a -similar- type thing, I don't think it would be a huge hassle to implement.

The only problem I can see it having would be that it would require a simple maths check to make sure the numbers add up.
Eg: It should not allow a user to import an animation where the number of directions * frames per angle exceed the total frames to be imported.
Solutions to this could either be:
- import the amount of frames per angle until all angles have be filled, then discard any remaining frames left to be imported (this could also work if there are not -enough- frames for an entire rotation, just discard remaining animation angles)
- simply prompt the user that there are too many frames for that many angles, given the data entered and correct data needs to be entered before importing can succeed

Sorry bout the wall of text
Dev feedback? Is this already on the drawing board?
B
3
S
2
G
5
Posts: 351
Reputation: 2,377

Post » Fri May 29, 2009 4:13 pm

While I doubt the devs would add this feature soon (or ever...), it's likely that as construct gains popularity, someone with the coding know-how will be annoyed by the lack of this feature and make a plugin for it.
B
25
S
3
G
6
Posts: 1,197
Reputation: 5,620

Post » Fri May 29, 2009 4:52 pm

The merits of the idea are sound, obviously, and it'll probably be done one day.

However, do you really have 32 animation directions and multiple animations?
B
3
S
2
G
5
Posts: 1,777
Reputation: 5,529

Post » Fri May 29, 2009 5:10 pm

if he's planning on ripping, or rendering, then it's highly possible rich.
B
25
S
3
G
6
Posts: 1,197
Reputation: 5,620

Post » Fri May 29, 2009 5:11 pm

What game has 32 directions of unique angles which wouldn't look the same if rotated?
B
3
S
2
G
5
Posts: 1,777
Reputation: 5,529

Post » Fri May 29, 2009 5:57 pm

[quote="Rich":34kuab9a]What game has 32 directions of unique angles which wouldn't look the same if rotated?[/quote:34kuab9a]

Isometric games like Age of Empires.
Moderator
B
99
S
38
G
19
Posts: 1,584
Reputation: 17,942

Post » Fri May 29, 2009 6:06 pm

They have about 8 directions max surely? 32 seems excessive for anything.
B
3
S
2
G
5
Posts: 1,777
Reputation: 5,529

Post » Fri May 29, 2009 6:28 pm

32 might be a bit excessive, but 16 is would be great if you want high detail.
Image Image
B
161
S
48
G
91
Posts: 7,359
Reputation: 67,273

Post » Fri May 29, 2009 8:37 pm

Isometric games go from 8 to 16.
16 could get really tedious I imagine. Specially if you just change something.
B
3
S
2
G
4
Posts: 1,445
Reputation: 4,665

Post » Sat May 30, 2009 1:30 am

it's not that many unique animations, but I can think of a few good games with crazy amounts of rotations, mostly 16 bits racing games, like mariokart, and rock and roll racing for snes
Spriter Dev
B
88
S
21
G
12
Posts: 3,240
Reputation: 16,486

Next

Return to Construct Classic Discussion

Who is online

Users browsing this forum: No registered users and 2 guests