Tradnux 2d Animation Tool
#41
Posted 11 August 2011 - 09:33 PM
#42
Posted 13 August 2011 - 03:35 AM
num4 = move sprite 1px left
num6 = move sprite 1px right
num8 = move sprite 1px up
num2 = move sprite 1px down
num7 = rotate sprite counter clockwise
num9 = rotate sprite clockwise
(note: all the latest bug fix will be available in the next upload)
(I will add shift key to double the number of pixel to move)
Also, thanks for submitting those sprites, they are nicely done, I will surely use them.
@ GreyMatter, thanks pal, those words keeps me motivated in developing this project further.
@ Research, yeah that would be a thing in the near future. Almost everyone asked for that.
@ Melle1, hmmmm... if you mean I used a registered Game Maker version, then yes I did... It would be very difficult to reach what you want to do using unreg GM, especially when you are programming an application tool software, you need more power and registered GM has enough power I reckon for you to achieve what you want. Yes, you may be able to get same result with unreg but it will be awful hard. Now, if you mean people need to use reg version so they can utilize the extension for GM I will develop later, then answer is also yes, I am relying on some registered functions of GM.
Guys, sorry for the lack of updates for Tradnux, I was really busy which renders my focus out of Game Maker entirely, but I can't really leave GM, it is fun and a great learning process as well. I intend to continue my projects in GM, in fact I've created a website called TradnuxGames, there lies every stuff I've made related to Game Maker and Gaming. Please visit and take a look. If you are interested in commenting, suggesting or recommend anything for my site please visit this topic in Web announcement, or you can pm me also if you want your links on my site be included. Thanks.
By the way, I think it is quite important to release a user guide asap... so what is the best manual/help maker do you recommend i use for Tradnux?
Edited by teej, 13 August 2011 - 03:37 AM.
#43
Posted 13 August 2011 - 04:25 AM
@ Melle1, hmmmm... if you mean I used a registered Game Maker version, then yes I did... It would be very difficult to reach what you want to do using unreg GM, especially when you are programming an application tool software, you need more power and registered GM has enough power I reckon for you to achieve what you want. Yes, you may be able to get same result with unreg but it will be awful hard. Now, if you mean people need to use reg version so they can utilize the extension for GM I will develop later, then answer is also yes, I am relying on some registered functions of GM.
Never Mind, I can use it. It works great by the way, but some times on my exports, nodes are out of depth. I touched them up in Game Maker, though so its okay. Used It to Make A Pilkin Sprite for the Pilkin Beta New Engine.
Here it is.
Luckily this one strip supported both jump and shoot still frames!
I WILL be adding your logo to the Game Opening, of the Tradnux 2D Animator.
To add Credits.
I'll be posting the Demo to Pilkin Beta, soon tonight. Suprized this Professional Program came From Game Maker!
I give it 9 out of 10 , but only for lack of features, nothing's really wrong except finishing it.
Other than that, 10.
#44
Posted 13 August 2011 - 04:26 AM
@ Melle1, hmmmm... if you mean I used a registered Game Maker version, then yes I did... It would be very difficult to reach what you want to do using unreg GM, especially when you are programming an application tool software, you need more power and registered GM has enough power I reckon for you to achieve what you want. Yes, you may be able to get same result with unreg but it will be awful hard. Now, if you mean people need to use reg version so they can utilize the extension for GM I will develop later, then answer is also yes, I am relying on some registered functions of GM.
Never Mind, I can use it. It works great by the way, but some times on my exports, nodes are out of depth. I touched them up in Game Maker, though so its okay. Used It to Make A Pilkin Sprite for the Pilkin Beta New Engine.
Here it is.
Luckily this one strip supported both jump and shoot still frames!
I WILL be adding your logo to the Game Opening, of the Tradnux 2D Animator.
To add Credits.
I'll be posting the Demo to Pilkin Beta, soon tonight. Suprized this Professional Program came From Game Maker!
I give it 9 out of 10 , but only for lack of features, nothing's really wrong except finishing it.
Other than that, 10.
#45
Posted 23 February 2012 - 07:27 PM
#46
Posted 03 July 2012 - 06:43 PM
Tradnux 2d Animator updated to version v0.9.5.
Version 0.86 beta
- Added Menu Bar options
- Added Point Manager Widget
- Added Project Settings Widget
- Added User Preferences Settings
Version 0.95 beta
- Added File Format Support
- Added Flex Mode options on drawn image parts
- Added functionality to choose output folder
- Updated the Settings Window controls (project, output settings)
- Added Point Manager Sprite Window
- Improved Drawing Speed When Grid is enabled (grid display update)
- Fixed the quick sprite edit box (rotate, flip, reposition)
- Added sprite flexi modes
- Frame interpolations implemented (Smoothen, Reverse)
- Updated bone transform (Width, Length, Scale)
- Load backdrop image
Please see first post to download.
3 Sample files are also included in the download.
By the way...
@Mr Game, I haven't done anything that solves that yet though... however you can try hitting f4 to stretch it.
Please report any bugs you find. And please comment about it.
Edited by teej, 03 July 2012 - 06:47 PM.
#47
Posted 06 July 2012 - 09:29 AM
#49
Posted 06 July 2012 - 09:54 PM
I did find myself attempting to highlight several nodes at a time only to discover this was not possible. I managed to figure things out, but it was a bit of an odd experience to have to work one node at a time. I also could not figure out how to save to a single file (it saved a huge pile of single images, even though I asked for an animated file). I figured it hadn't been implemented yet. I would also love to see a dynamic crop box which would allow for smaller renderings (rather than having to trim the rendered image myself).
All in all, I want to get my hands on a finished copy. If this means handing you money I will do so.
#50
Posted 07 July 2012 - 06:15 PM
I don't understand why you need to highlight multiple nodes? Its good though that you picked up how its supposed to work, by manipulating nodes one at a time, it is based on an old stick pivot animator program. I am also planning on implementing a different method, a skeleton less.. like how Spriter does it.
As for the save animation to a 'single file', I have just finished working on implementing the animated GIF format, but it comes with some disadvantage; the file size of the .exe will be doubled. This is because I used an external tool to convert those pile of images into one animated GIF file. But I guess its worth the added size, I guess GIFs are still used in games.
Very nice idea on the 'crop box' thing, I will definitely add that on the Output settings. I don't know why I didn't thought of that before. that's cool.
I guess I may have it as a donation ware once its finished.
#51
Posted 09 July 2012 - 11:40 AM
You also might consider putting in sprite strip support, just for added flexibility.
#52
Posted 10 July 2012 - 10:22 PM
EDIT:
Downloaded and tried, However this new version seems not very compatible with my comp (it's win xp), here's the problems I found:
- Minor bug, when hovering cursor to any action icons, my cursor flashes in very odd way, like it's moving back and forth between two positions, and keep changing from arrow to hand cursor and vice versa, It's really odd since the older version works perfectly on my PC.
- I can't open TSF files that you've included, whenever I opened it the program didn't show that robot animation, instead it's stop responding (I can't click any icons), and when I close it, I got an application error report that says couldn't write to memory.
- Sometimes program just stop responding.
Maybe it's just because of my old computer..
Maybe I'll stick with the older version.
Edited by Fihrilkamal, 11 July 2012 - 02:07 PM.
#53
Posted 11 July 2012 - 03:10 PM
I am developing the program in Windows 7, I tested it with windows XP just now and I did found the errors you reported.
I will look into it, I have some ideas on what's causing this.
#54
Posted 21 July 2012 - 09:04 PM
Version 0.98 RC beta
The last version was full of bugs in it, the error discovery leads me to work hard on fixing it, as well as finally make this version to have an efficient productivity potential. It means the export function ("REC" button) is now workin, with a cropper tool added. Also sprite deletion is now possible. Note: there are free sprites included for testing purposes. Other changes are listed below:
change log as of 0.98:
- Added Spline All Points Tool
- Added Spline Point Tool
- Clean up sprites when deleting a Pivot Point for smaller filesize
- Node grip depth fix (force the node grips to appear on top)
- Export to Animated GIF
- Render Export Auto Crop
- Cropping Tool
- Sprite Deletion
- Drag Image Files to screen and it will automatically create the pivot point as well.
Also is this screen and icon/logo looks better for you? I need opinions.

A sample here:

P.S. Please, test this update... if things go well I will be working to its completion "Version 1.0"... as well as better help file/documentations.
Edited by teej, 21 July 2012 - 09:10 PM.
#55
Posted 21 July 2012 - 11:15 PM
will comment later.
EDIT:
Great! I've found no serious problem so far, I can open the files perfectly, and no more random error, although I still got some "non-existing surface error" when recording more than five frames, I thought that was just my because of my old 256 RAM, since I always got error when creating more than 4 or 5 surfaces in GM 8.1.
Edited by Fihrilkamal, 29 July 2012 - 02:54 PM.
#56
Posted 30 July 2012 - 06:43 AM
Anyways, I have fixed some of the screen drawing.. like for example when you zoomed in the node grip will no longer scale up with it, this means the node grips will appear small even if you zoomed in, this will add some convenience when editing.
Unfortunately, I still can't maintain backwards compatibility, saved TSF files from previous version will not load correctly on the new version. I might create a export character frame later.. so you can import a character figure (not all animation, just one frame) which can be used regardless of program version.
Btw, I also added a new sprite resource in the download.
Edited by teej, 30 July 2012 - 06:44 AM.
#57
Posted 01 August 2012 - 06:02 AM
#58
Posted 01 August 2012 - 08:04 AM
I thought that even full screening would help, but it didn't. Even if you want to do this real cheap-like, you could just change the view port to something a little smaller. 720 height at the most. Thanks a lot if you can! I'd really love to continue using this awesome animation tool!
#59
Posted 05 August 2012 - 07:42 AM
This is fantastic! I cannot even wait for the documentation to be released. I am struggling to figure out what all of the features do!
I would definitely pay for an application like this!
I hear ya! The documentation will be in pdf format, there will be some videos too.
I thought that even full screening would help, but it didn't. Even if you want to do this real cheap-like, you could just change the view port to something a little smaller. 720 height at the most. Thanks a lot if you can! I'd really love to continue using this awesome animation tool!
I might adjust the height from 768 to 720 permanently as a quick fix. Having it to really support dynamic full screen resolutions would take some time to finish.
I am currently working on adding color options, and documentations for the next update.
Thanks guys.
Edited by teej, 05 August 2012 - 07:43 AM.
#60
Posted 24 September 2012 - 08:16 PM
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