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/agdg/ - Amateur Game Development General

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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

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ddab43 (3) No.27226>>27255 [Watch Thread][Show All Posts]

Does a good, free procedural animation making software exist? Or will I have to spend a good few months daisy chaining together spritesheets and bloating the code of my game while also fucking over moddability in order to make pic related blink every once in a while.

You would think after 20 years of computron animation someone would get the hint and make one - - and not charge sixty bucks for it. Fuckin' Spine.

76c3ab (1) No.27234>>27254

Why don't you make one and release it under G, N and U.


ddab43 (3) No.27237>>27247 >>27278

Wha hey, i found something interesting:

http://dragonbones.github.io/

* Open source

* Armature based procedural export

* Bunch of runtimes

Is... Is this it? Will dragonbones finally make 2d game animation great again?

I hereby christen this a 2d game animation thread btw.


b116d3 (1) No.27247>>27254

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>>27237

>Make 2d game animation great again

>Motion tweened puppet animation

No, just no. Saying that it's like saying Johnny Test made cartoons great again.

It may work with certain art styles but, for me at least, it makes it look lifeless and cheap most of the time since most people using that technique doesn't even try to make it look seamless in the transitions and closer to traditional animation. So, if you'll be using that, make sure it looks alive (Learn about the principles of animation and consider them in every animation you make), not like a paper puppet.


ddab43 (3) No.27254

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.


9f9dfb (1) No.27255

>>27226 (OP)

>and not charge sixty bucks for it. Fuckin' Spine.

leld. It would take a couple thousand hours of developer time (at least) to produce a passably good one.

Don't get me wrong, I'm in favor of opern source software I work on some myself, apart from my professional work. But what do you think that amount of time from a software engineer is worth?


d2c577 (1) No.27278

>>27237

Havent tried the software but if it doesn't support changing parts on the fly (IE: A thigh facing the side changing to a thigh facing forward) it's shit




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