FoxAnim + Editor [BETA]
So, what the heck is that? This is an frame-based animation system, written in GML, and it have its own editor.
If you even tried making characters for MUGEN - you'll get it right on the spot. If not - well, it's not that complex thing... probably?
- Make animations from different sprites.
- Precise control over timing (tick-based timing system. like 60 ticks - 1 second).
- Supports loop points.
- Supports delta time and animation speed control.
- Trigger subsystem that allows you to check things like start of specified frame, end of the animation, animation position, etc.
- Move, rotate and scale images in animations. You can even change image's pivot point and interpolate all those values between frames.
- Subimage system allows you to have few images in same animation at the same time. You can change their order and establish parent-child relationships between then. You can think of it as of simplified skeleton-based animations.
- Property system. Subimage system is actually a part of it. This allows you to attack some additional data to your animations. Currenly it supports: subimages, rectangles (hitboxes, yay!), points, sounds, scripts, text data (god, this one is super useful). Most of them have some additional settings. For example, text property can be converted to dropdown list. GML part does not handle properties automatically except image ones, so you need to use them somehow yourself. I wrote some basic script to read and do some basic stuff with them though. For example, you can use Text Property.. to change some variable.. or to execute script.. or to play sound. So, they are just interfaced ways to represent data in animation editor.
What about [BETA]?
That means editor DO have bugs. And it does not have all features it should. But I don't really have time now to add new features (must fix bugs at least though). I do recommend you to make backups of your projects from times to time if you're planning on using this. This system edits your project file and some script files on save, so be careful. Just in case, it do makes backups of your animation scripts on every save in "scripts\backup" folder in your project. It do not make it for project file though. Well, so far it never broke my project file, but still be careful with it.
Also, I said there ARE bugs. If you find some - please, report them here, to firstname.lastname@example.org or my Skype. Aah, don't report random Access Violation bug on character/application closing if you did not found a way to reproduce it for sure - I dunno how to fix it yet since it's sooo random.
Download 32bit if you don't know what you need.
Terms of usage:
This will be free for non-commercial usage. 15$ otherwise (still not decided, but probably something like this). Though, you can't buy it yet anyway. There will be paid version when some time later, so just use it for free now.
Also, report bugs and make suggestions. Better here. If you want - to my mail or skype.
Not yet. There is an example project at least. Almost all scripts have description inside as well. Also, does not remove FoxAnim extension after you added script from it - it still have constants inside.
Tips (read this, it will make things much easier for you):
Since there are no documentation, I'll say some non oblivious things about editor:
- If you have both GM and FoxAnim oppened - save your project in GM BEFORE saving it in FoxAnim. FoxAnim makes modification to project file, so if you save project in FoxAnim first, and then do same in GM - GM may rewrite your changes (though, at most part this will occur only if you did something with character list in FoxAnim)
- You can Ctrl+C, Ctrl+X, Ctrl+V stuff like characters, animations, selectable property data. Del can delete them as well.
- There is NO Ctrl+Z yet, so be careful when you delete stuff.
- You can add images to animation in a lot of ways - clicking add button, dragging then to sprite field or frame add buttons, doubleclicking on then and some other.
- When moving images in editor window, you can use Shift, Ctrl and Alt to modify way dragging works
- Arrows and WASD can move images. They can also switch animation frames if no images selected
- Using mouse wheel when cursor is over bottom panel will switch frames. If it's over number field - it will change value by 1.
- Space plays/stops animation.
- There are 2 scrollbars to switch frames. Upper one will change frames normally. Lower one chnages frame's position in animation.
- There are tooltips for most buttons.
Edited by GamerXP, 31 May 2015 - 05:52 AM.