Quote from: Monsieur OUXX on Fri 05/04/2013 12:12:23That's easy enough. It'll be in the next release (probably a few weeks, free-time pending).
Could you make it possible to "export" the animation skelettons
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Show posts MenuQuote from: Monsieur OUXX on Fri 05/04/2013 12:12:23That's easy enough. It'll be in the next release (probably a few weeks, free-time pending).
Could you make it possible to "export" the animation skelettons
Quote from: Stupot+ on Thu 04/04/2013 14:44:26Agreed! I really like the skirt.
These are pretty good results Jwalt.
Quote from: jwalt on Thu 04/04/2013 14:33:58You don't HAVE to use the same image for left and right hands, that's just how I do it for my characters. You also could create separate "bones" for the hands if you wanted to animate them differently.
I'm going to have to rethink the way I've been doing hands and feet, since they're used on both sides.
Quote from: jwalt on Wed 03/04/2013 19:34:45I suppose the best answer is it's intentional. The thought process being that someone could create larger animations if they wanted without the images being cut off, so I made the tool export a frame larger than I would ever likely need. In a future version, I'm planning to add the ability to define an "export rectangle" so it will pre-crop the images before you export them. For now, you'll just have to crop them manually.
I eliminated the unused area in the images, and things started working normally. I'm wondering if this was expected, or intentional?
Quote from: jwalt on Wed 03/04/2013 19:34:45I'm redoing the interface anyway, so I'll see if I can't fix the color scheme.
Also, is there any way to change the colors used in the background screens?
Quote from: Stupot+ on Wed 03/04/2013 23:39:25Every time I was faced with needing to create new animations for my game, I put it down for six months. It's nice to know people are using this tool!
Maybe with this I can push a little bit further and maybe finish the damn thing
Quote from: MurrayL on Thu 14/03/2013 13:31:57
Looks interesting. Can you make a sample animated gif of some example output?
Quote from: Khris on Thu 14/03/2013 11:15:33
Also, when I run the program, everything is listed twice; I'm seeing two identical entries for "Old Man" and for "Woman", and each view is also listed twice. Is this how it's supposed to be?
Quote from: Mouth for war on Wed 15/02/2012 12:39:10
Ah man! I was hoping this game would be about Steve Guttenberg...
Quote from: Radiant on Wed 15/02/2012 08:46:24
Any relation to the Gutenberg Project?
Hotspot* mouseoverhotspot = Hotspot.GetAtScreenXY(mouse.x, mouse.y);
Object* mouseoverobject = Object.GetAtScreenXY(mouse.x, mouse.y);
if (mouseoverhotspot != null)
{
if (mouseoverhotspot.GetProperty("UsesText") == 1)
{
// do something first
}
else
{
// do something else
}
ProcessClick(mouse.x, mouse.y, Mouse.Mode);
}
else if (mouseoverobject != null)
{
if (mouseoverobject.GetProperty("UsesText") == 1)
{
// do something first
}
else
{
// do something else
}
ProcessClick(mouse.x, mouse.y, Mouse.Mode);
}
int inventorycounter=1, money=0;
cFence.Say("Let's see what items you have.");
while (counter <= Game.InventoryItemCount)
{
if (player.HasInventory(inventory[counter])
{
cFence.Say("You have the %s.", inventory[counter].Name);
money = money + 100;
}
counter ++;
}
if (money == 0) cFence.Say("You don't have anything.");
else if (money == 100) cFence.Say("I'll give you $100 for it.");
else cFence.Say("I'll give you $%d for everything you have.", money);
Quote from: Calin Leafshade on Sat 30/10/2010 02:07:46
Controls snap to other controls left and top (press ctrl while dragging to not snap)
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