Demon Ago-go! 8direction Animated Sprite
Posted: Fri Feb 23, 2024 6:52 pm
It's valuable to test the capabilities of a tool that you intend to use for a task before investing a lot of time into trying to use the wrong tool for the task at hand. OXT is no different.
I've read lots of people talking about how you can make games with only what the this xTalk Engine has to offer 'built-in', so where are they??? And where are the wikis and statistics about how to sync music and sound to animations, best ways to get smooth animations, or for layering sprites, or how many and what size of images can be moved around per-second etc. etc.
We need an honest assessment of what we can and can't do, at least as far as game development, regardless of the age group you might think that demographic of use is (I don't know about anybody else, but when I was 10 I was reading Compute! and Atari Antic magazines, and subversive underground comix books by people like Alan Moore). Once we have that we can figure out how we can improve on it, make libraries to make specific tasks easier, and/or add more capabilities through extensions or other external things.
So with that in mind, and inspired by Richmond's stack (but with no particular age parameters).
I started to test an idea that I've had for some time, using Isometric Animated GIFs as Sprite that can move in 8 compass directions.
I cut apart a sprite sheet found on Itch.io (https://engvee.itch.io/free-animated-is ... -hellbeast), but I could've easily made my own with something like MakeHuman : https://en.wikipedia.org/wiki/MakeHuman I actually did a bunch of that sort of things years ago when I was very interested in SecondLife / Open Worlds (SecondLife even had a Lua dialect you could script with!) The bottom 2 sliders controls can adjust some variables used in the animation, and the other sliders set many of timing related Engine Properties, but it doesn't use the accelerated rendering features (GPU acceleration with that is only available on specific platforms anyway). You can adjust to try to get a smoother walk around animation.
Also Mini-project experiments like this help to find the bugs (like the 'flip graphic' feature bug that wipes out frames of animated GIFs). You find bugs when you actually try to do different things with it, not by staring at code.
I've read lots of people talking about how you can make games with only what the this xTalk Engine has to offer 'built-in', so where are they??? And where are the wikis and statistics about how to sync music and sound to animations, best ways to get smooth animations, or for layering sprites, or how many and what size of images can be moved around per-second etc. etc.
We need an honest assessment of what we can and can't do, at least as far as game development, regardless of the age group you might think that demographic of use is (I don't know about anybody else, but when I was 10 I was reading Compute! and Atari Antic magazines, and subversive underground comix books by people like Alan Moore). Once we have that we can figure out how we can improve on it, make libraries to make specific tasks easier, and/or add more capabilities through extensions or other external things.
So with that in mind, and inspired by Richmond's stack (but with no particular age parameters).
I started to test an idea that I've had for some time, using Isometric Animated GIFs as Sprite that can move in 8 compass directions.
I cut apart a sprite sheet found on Itch.io (https://engvee.itch.io/free-animated-is ... -hellbeast), but I could've easily made my own with something like MakeHuman : https://en.wikipedia.org/wiki/MakeHuman I actually did a bunch of that sort of things years ago when I was very interested in SecondLife / Open Worlds (SecondLife even had a Lua dialect you could script with!) The bottom 2 sliders controls can adjust some variables used in the animation, and the other sliders set many of timing related Engine Properties, but it doesn't use the accelerated rendering features (GPU acceleration with that is only available on specific platforms anyway). You can adjust to try to get a smoother walk around animation.
Also Mini-project experiments like this help to find the bugs (like the 'flip graphic' feature bug that wipes out frames of animated GIFs). You find bugs when you actually try to do different things with it, not by staring at code.