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TNT Animator Studio promo video 1 and beta test. - Gideros Forum
TNT Animator Studio promo video 1 and beta test.
  • GregBUGGregBUG +1 -1 (+3 / -0 )
    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
  • @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?
  • Scouser said:

    @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
  • 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

  • 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
  • Teranth said:

    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
  • The icon is correct on OS X.
  • @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
  • 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
  • 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"
  • ruxpin said:

    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
  • 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.

  • ruxpin said:

    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
  • 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
  • Hello World!!!
    new beta3 is out!!!
    hopefully it will be the last beta before Public Release!

    added (in addition to that already said yesterday)
    DOCUMENTATION!!!

    PS: to all beta tester. Help me in correct documentation!!! i’m bad in english!!!
    and in the last page there are beta test credits… check if you name is correct! (and if you prefer real name or nik name)

    ... documentation is in Libre Office format ...

    thanks.
    ciao!!!
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • I have rewritten your documentation to include pictures in most parts and fixed some grammar. Let me know what you think.
    TNT Animator Documentation.pdf
    606K
  • ruxpin said:

    I have rewritten your documentation to include pictures in most parts and fixed some grammar. Let me know what you think.



    wow ! you did a great job!
    thank you very much.

    do not forget to add greetings for Gideros team (and beta tester) to the last page.
    and special thanks to you for the docs!!!

    ps: can i have editable document ?

    thanks again.
    Gianluca.
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • Might be time to announce a price for this (and your other libs), I think @GregBUG's going to be needing to save for a new iPad :(
    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
  • techdojo said:

    Might be time to announce a price for this (and your other libs), I think @GregBUG's going to be needing to save for a new iPad :(



    yes i need some money...
    but i leave my libs donationware...
    i trust in the goodness of people!
    >:D<
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • I added an updated version with the acknowledgements page and saved it in Word format. It is in the Dropbox folder now.
  • @ruxpin thanks!
    I really appreciate your valid help!
    >:D<
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • @ruxpin nice job, I read over it as well, and I don't really see anything you missed, it looks very good. :)
    ThumbHurt Games / FB: ThumbHurt Games / FB: Eli/Teranth | Skype: teranth37
  • GregBUGGregBUG +1 -1 (+2 / -0 )
    UPDATE:

    just uploaded RC of Animator...

    no big news... but

    cleaned some code in editor e hopefully (rare crash reported by @glennbjr should be solved!)

    app size reduced (osx & win)

    example 2 updated to show idle animation when crock is stopped...

    hopefully tomorrow PUBLIC RELEASE.

    CIAO!


    edit: on osx icon editor should draw correctly now... :)

    Loves: atilim, gorkem

    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • @GregBUG
    It looks like great!!Is there any zip file for us to try it on ourselves , or is it private ??
    Thanks in advance
  • GregBUGGregBUG +1 -1 (+1 / -0 )
    @loves_oi

    loves_oi said:

    Is there any zip file for us to try it on ourselves , or is it private ??
    Thanks in advance



    yes you can try and use for your games! it's free and public! :)

    just go on my site www.tntengine.com

    register then go to download section... and Download! :)

    don't forget to try other tnt libs... (also free) ;)

    ciao
    gianluca.



    Loves: loves_oi

    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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