On working on my game, I've been using a technique called Bone Animation- animating the limbs seperately into one whole body, so that this limb does this, that limb does that
Up until this point, it's been using faux animation, I didn't specify exact angles, it was just a frameset preset to have an animation.
I realized, it would be a pain, to animate each limb's X, Y, an angle of rotation for each frame, even with the real form of Bone Animation.
I've made a GUI to allow me to seamlessly create animations that I can export to .RND files, and then later, import into my game. (Wow, I've really progressed from the point where I had joined this site!)
Features: Angular Change, X, Y Change, Create animations of any frame amount, Playback, Stop, etc.
Upcoming: Flipping (Changing your animation sequence to face the other direction on a button click)
I post this here because (One, I'm really proud that I was able to do this in only 3 days) Two, I thought it was pretty cool, and might help anyone else interested in animation, or "Pivot like" programs, and Three, you all are expert programmers- I haven't even been to college yet! I need some insight of what to change, what's a better way to do THIS or THAT, any bugs and glitches, any security holes (Something I've taken from Web Programming) and any requested features.
I plan on releasing this as part of the toolkit added to my game. It would be great to have the players make animations without needing the game's source, which would save me work!
File>New>Enter the Sequence name, the amount of frames (Leave it blank if you just want the standard 32 frames) and set whether it loops or not.
The Animation is handled between two objects, Sequence.cs and SequenceFrame.cs. Sequence is the animation, and it has SequenceFrame[] which holds data for each frame.
Usage: There's 3 tools, Selector, Mover, and Rotator. Select the Body part with Selector, then click One of the other tools, and use the Directional Pad to change that property of the sprite.
The purple arrows go through the frames. The Play button plays the animation, and the stop button stops the animation. (I know)
*It may take a second to start* and *The page may take a while to load- I'm considering a better webhost, but I neither have money, nor a credit card, nor parents willing to use theirs.. this will eventually put me at a powerful disadvantage for a game that needs a running masterserver accessed from both the game and the browser*http://paradigm.heliohost.org/Releases/SEQEDIT001/