The whole idea of game animation is deffo a tricky thing to master, like programming, visuals, and music. Not only do you have to make it not look like shit but also you have to account for all the stuff your game can do to your character that requires a new, wide range of animations and those can bloat your game and make it pretty much unmoddable when it comes to adding characters and other entities.
>>27234
It is the year twenty sixteen, and you are seriously asking me to build software - - [i] from scratch? [/i] Ma foi.
>>27247
Poopet animation is shit but the program is not a complete write-off:
2d game animation is not just the animations but the way they play out. In a hypothetical system, your character, idling, blinks randomly and waves his arms around every so often and sometimes he scratches his hair. When he gets knocked about with a hammer, he turns into a ragdoll but he also has to bleed from his wound, vomit his teeth...
I'll be hashing out an idea as to how I can use the more code-friendly output of dragonbones. I definitely will avoid animating with it if I can't help it, but there is functionality there that is needed if my animation system is to be the way I want it to be.