Animation Issues & Needs... Solutions?
Hi All.
I am trying to import animations with about 20-30 movements. Is there a way to do this in bulk? GS crashes when I try to drag multiple images into the animator at a time.
Also is there a way to assign animations to an actor and programatically Spawn that actor? I would love to see an "attribute" selection field in the Spawn Actor behavior to be able work with specially animated actor objects with tables and attributes.
By the way I am new around here. Is there a bug reporting section?
Thanks in advance.
I am trying to import animations with about 20-30 movements. Is there a way to do this in bulk? GS crashes when I try to drag multiple images into the animator at a time.
Also is there a way to assign animations to an actor and programatically Spawn that actor? I would love to see an "attribute" selection field in the Spawn Actor behavior to be able work with specially animated actor objects with tables and attributes.
By the way I am new around here. Is there a bug reporting section?
Thanks in advance.
Comments
Is there a function to detect whether a number is ODD or EVEN?
THanks.
Animations can be set in the Actor's Prototype, so when it is Spawned, it will come out swingin.
dunno about the Odd or Even.. never tried it..
Is there a reference app available (or suggested) that can help me determine the size of the characters on my target screens?
Thank you
Since I tend to set my games for Tablet sizes, my characters can be 200x200 and still be quite small on the screen, whereas you might be making a game targeted for mobiles, and 200x200 would then be a bit big..
just another tip you will find in allot of other threads, make sure that when you settle on the sizes that you want, make your graphic images the size that they will be in the game.. try not to do to much re-sizing of imagery in GS.. it does not always come out great looking.. so if your character's image is 100x100 but then you decide it would be better in GS at 88x88, then take the extra second to duck out, go to your photoshop and re-size the graphic image to 88x88 and re-import to GS..
Try to use 6 to 8 frames max. And run the animation at low fps say 6 with delay between each frame by repeating the frames.
Check my site store page, the animations done there are just 6 to 8 frames.
www.learndesignanimate.com
Ya even that can be done but if there are 6 frames only, if there are uneven like 9 or eleven fps can be a problem. In that cases adding or subtracting frames will be required in such cases.
Never use red as a colour for actors.
But I use red all the time!?
Yes, but if you have 150 red actors in a scene it starts to lag.
Never use images bigger than 512 x 512
But I use bigger images all the time.
Yes, but if you have 50 actors using the image at same time plus 8 music tracks playing . . .
. . . etc etc
How are uneven frame rates problematic ?
In ths context, what problem does 3 fps have that 6 fps does not have ?
What is this problem that you feel adding or subtracting frames helps ?
It's a serious question, what is the problem you find with uneven frame rates ?
If I am being honest, I think all this advice (Double frames / Avoid uneven frame rates / 8 frames max ? . . etc etc) is mistaken - (although I'm more than happy to be corrected) - and will only confuse new users.
I have another questions that I cant seem to find a clear answer to...
I want my game to work on Iphones and Ipads (starting with the iphone version). Do I have to create another version completely with bigger or smaller art, depending on the target device? How best to accomplish the multi device scenario?
It's no big deal to me, but like I said it's probably not a great idea to put these kinds of ideas out there if, firstly, they are mistaken, and secondly you are not willing to support, expand on or clarify your claims, new users pick these kinds of ideas up fairly readily and end up spreading them.
But if you do find the time I'd be happy to look this sample you have.
(Claimed = Actual)
30 fps = 23.5 fps
29 fps = 20.1 fps
28 fps = 20.1 fps
27 fps = 20.1 fps
26 fps = 20.1 fps
25 fps = 20.1 fps
24 fps = 20.1 fps
23 fps = 20.1 fps
22 fps = 20.1 fps
21 fps = 20.1 fps
20 fps = 16.5 fps
19 fps = 15.1 fps
18 fps = 15.1 fps
17 fps = 15.1 fps
16 fps = 15.1 fps
15 fps = 12.9 fps
14 fps = 12.1 fps
13 fps = 12.1 fps
12 fps = 10.9 fps
11 fps = 10.1 fps
10 fps = 9.1 fps
9 fps = 8.6 fps
8 fps = 7.6 fps
7 fps = 6.7 fps
6 fps = 5.7 fps
5 fps = 4.8 fps
4 fps = 4 fps
3 fps = 3 fps
2 fps = 2 fps
1 fps = 1 fps
There are a number of ways you can do this using things like resolution independence and overscanning, but the aspect ratio of an iPad compared to an iPhone 5 is so different that I'd be tempted to produce two versions, one for each device.
So as Socks said, it might be better to produce an HD version, which if you set alot of your constraints right, wont be a terrible undertaking.
When Im ready to finalize/publish the finished product, is there any type of compression by GS? WHat I mean is, If I import my graphics at double the size, and simply shrink them accordingly to fit the target screen sizes, will the finished game be the same size on both the iphone and ipad versions?
There is no need to pre-emtively shrink graphics, just use resolution independence.
GS will assemble that which you assigned, and how you assigned it. a zooming accessory in the device's OS will only zoom it from it's created form.
if you have an image let's say 200x200. and you assign this image to an actor at 100x100. Then you place it under a zoom feature, it will (I believe) zoom the 100x100 actor as it would appear in it's 100x100 form, just now bigger.
I have started the project as an iphone landscape project (480x320). My main character is about 120x120, So I am importing the images for that character at 120x120. Now, I also want to target the ipad, but 120x120 is too small for the main character - he would need to be about double that size if I understand correctly.
So - should I go ahead and import the images at 240x240, and simply shrink them on the stage to 120x120 for the iphone version, and let the 'resolution indep.' option handle the enlargement for the ipad version? AND, in using bigger images from the beginning, will this make my iphone version's file size just as big as the ipad version's file size?
(* Note - Because there are so many images (due to the animations), I am trying to be a judicious as possible.)
I hope that was clearer...???
GS does not condense pixels, it merely reduces resolution when scaling actors. Even though the source image is of higher definition, You told GS to make it a lower definition, and that lower definition will then be multiplied for resolution independence. As if you zoomed in on your desktop icons, they don't get more defined, they just get bigger with what's there. Like putting a small video on Full Screen..
I am using very few actual scenes, but rather loading most of the required actors and graphics using TABLES, based on the levels. How would you recommend using the "PRELOAD ART" behavior? Im still not very clear on it.
Thanks.