[BETA] Danimator - Beta2 is L I V E (p. 4)

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[BETA] Danimator - Beta2 is L I V E (p. 4)

Postby Theshooter7 » Thu Sep 03, 2015 10:27 pm

Spoiler:

I hope every one had a Merry Christmas/Happy holidays! I apologize that this release took like 4 months to produce, but it's with good reason: it is HUGE. But enough with excuses right? Let's get to the damn changelog (without a spoiler, cuz it deserves to be looked at)

(Items in BOLD are major features/changes)

  • Fixed opening Project didn't set timeline max value of state correctly
  • Fixed some rendering artifacts in the sprite view
  • Fixed play/stop animation tooltip showing "play animation" when it should read "stop animation"
  • Fixed being able to use the editor controls after deleting a state, causing possible crashes
  • Fixed bug where an embedding option was not saving to config file
  • Fixed some text alignments
  • Fixed bug where you could delete the default blank sprite/sound options in the resource lists
  • Fixed allowing one to open multiple code view windows
  • Fixed potential bug where sprite offsets could be adjusted during animation playback
  • Fixed size of File menu bitmaps being larger than intended
  • Fixed adding sprite or sound resources of the same name not replacing already loaded ones (instead they are silently ignored; might revisit this in the future)
  • Fixed allowing spaces in state names; all white space is now cleared from states when entered
  • Fixed the "play sounds" option checkbox not actually working
  • Project name now shows up in the titlebar when saved or loaded
  • Slight change to DECORATE code formatting (one less tab indent)
  • Reduced size of Code window a bit to accomodate (less screen cluttering)
  • Lots of code refactoring for cleanliness (still not perfect though)
  • Added bilinear filtering option to the Settings menu
  • Removed the minimum 2-frame requirement; states can now be created with just 1 frame (if it is meant to be an empty state with just a flow control: add it into your code manually)
  • Added mouse scroll wheel zooming and zooming capability
  • Added data columns to state and resource lists indicating additional information like frame count, dimensions, etc.
  • Added Undo/Redo system for most editing actions
  • Added Stencil option to hide parts of the sprite frame that go outside of the visible area
  • Added a current frame display in the status bar, indicating the current frame number in the timeline
  • Replaced +/- icons for add/remove frame with new custom ones
  • Increased range of X/Y offset spinners from +/-1024 to +/-65535 (kinda overkill but hey, it's allowed!)
  • Added notification in status bar for when a save occurs
  • Added TEXTUAL, a visual TEXTURES editor/compositor (see information below)
  • Allowed access to Resource controls without states, due to the new save format accepting this and the introduction of TEXTUAL
  • Added "Apply Sprite/Sound" buttons to the resource panels to remove the obscure method of utilizing them (though the old double-click ability is still present)
  • Added an application icon (wowie!)
  • Added a number of warnings for when potential errors or permanent actions are being taken. These warnings can be disabled in the Settings dialog
  • Added a sprite previewer that displays above the resource list (can be disabled in the Settings dialog)
  • Added drag and drop capability for sprites; one can now drop sprite images onto the appropriate resource list to load them
  • Added a Batch Action dialog which allows (off)setting of sprite offsets or tics across multiple frames at once
  • Added Copy and Paste actions for single animation frames
  • Added the ability to export animation states to an animated GIF image via the right-click context menu (with some limitations; see below)
  • Added an Import and Export options to the menu bar. Users can export loaded resources and custom textures to a .danres file which can then be imported into other projects as embedded data.
  • Added the ability to import SNDINFO lumps. Danimator will ask for the lump, and then a base directory to search for sound files, then it will parse the SNDINFO and load appropriate sounds with matching SNDINFO entries.
Spoiler: Shortcut keys

Spoiler: What is textual?

Spoiler: GIF Export limits


Apply pressure to this link to download Beta 2!
For 32bit or 64bit Windows Operating systems, requires an OpenGL-capable graphics card

I have also put together a small package containing 2 samples (at current): the pistol example from the screenshot, and an atlas example with a hand sheet set.
The package also contains a simple documentation guide going over the basic usage of the program and how to navigate it.
Click here to download the sample and documentation package

===================================================

Feel free to leave comments, feedback, bug reports, etc. Or if you'd like to submit a sample to include in the sample package, feel free to post it! :D

Spoiler: Beta 1 (original) post
Last edited by Theshooter7 on Sun Dec 27, 2015 5:21 pm, edited 3 times in total.
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Re: [BETA] Danimator -- "A friggin' animation program!"

Postby Wartorn » Thu Sep 03, 2015 10:35 pm

Image

cool program would use again
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Re: [BETA] Danimator -- "A friggin' animation program!"

Postby Xenaero » Thu Sep 03, 2015 10:49 pm

Damn this is cool.
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Re: [BETA] Danimator -- "A friggin' animation program!"

Postby chronoteeth » Thu Sep 03, 2015 11:34 pm

this is fantastic!

also even the tic load out actually ends up being easily convertable to EDGE DDF code so this is like useful for any engine it seems
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Re: [BETA] Danimator -- "A friggin' animation program!"

Postby Alekv » Fri Sep 04, 2015 2:34 am

Very useful, but what about the opportunity to add to the program siting elements HUD, and then display the coordinates as text? It would be easier to create HUD
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Re: [BETA] Danimator -- "A friggin' animation program!"

Postby XanderK9 » Fri Sep 04, 2015 6:24 am

Interesting! I was also wondering of something similar a while ago because I couldn't animate a weapon smoothly enough, especially due to my lack of experience and free time (well, it's more like attention span in that case :P).
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Re: [BETA] Danimator -- "A friggin' animation program!"

Postby wildweasel » Fri Sep 04, 2015 11:57 am

I'm unable to run this, as it needs some kind of Visual Studio debug DLL that I don't have easy access to (MSVCP120D.dll) and isn't included in the packaged redist folder.
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Re: [BETA] Danimator -- "A friggin' animation program!"

Postby torridgristle » Fri Sep 04, 2015 12:19 pm

http://www.dll-files.com/dllindex/dll-f ... ?msvcp120d

Use the manual fix download and put the DLL in the same directory as the EXE, see if that works.
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Re: [BETA] Danimator -- "A friggin' animation program!"

Postby Theshooter7 » Fri Sep 04, 2015 12:19 pm

wildweasel wrote:I'm unable to run this, as it needs some kind of Visual Studio debug DLL that I don't have easy access to (MSVCP120D.dll) and isn't included in the packaged redist folder.

Huh, I must have uploaded a Debug build by mistake :oops: Fixed the link, try again!
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Re: [BETA] Danimator -- "A friggin' animation program!"

Postby wildweasel » Fri Sep 04, 2015 12:39 pm

Cool, this is just about what I was looking for! I'll need to figure out how to add it into my workflow at some point.
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Re: [BETA] Danimator -- "A friggin' animation program!"

Postby Seidolon » Fri Sep 04, 2015 1:06 pm

This looks really useful. I'm looking to make a program with C++ that allows you to easily create in-game HudMessage based menus, but I've lost focus on that because I am having trouble with simple things like loading images. Could you give me some pointers possibly?
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Re: [BETA] Danimator -- "A friggin' animation program!"

Postby Hetdegon » Fri Sep 04, 2015 3:19 pm

Seidolon wrote:This looks really useful. I'm looking to make a program with C++ that allows you to easily create in-game HudMessage based menus, but I've lost focus on that because I am having trouble with simple things like loading images. Could you give me some pointers possibly?


Images? How about libsdl/libsdl2? They make it very easy and is very well-documented. I have this old snippet from an early project to load a file as a GL texture (before SDL2, and C, not C++, but should be simple enough to change)

Code: Select allExpand view
void gl_surface_to_tex(SDL_Surface* surf, SDL_Rect r, GLuint* tex){
   SDL_Surface* canvas = SDL_CreateRGBSurface(SDL_HWSURFACE, r.w, r.h, 32,
         0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000); // <= Mind your endianness here
   Uint32 key = SDL_MapRGBA(surf->format, 0, 0, 0, 0);
   SDL_SetColorKey(surf, SDL_SRCCOLORKEY|SDL_RLEACCEL, key);
   SDL_SetAlpha(surf, 0, 255);
   SDL_BlitSurface(surf, &r, canvas, NULL);
   glGenTextures(1, tex);
   glBindTexture(GL_TEXTURE_2D, *tex);
   glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
   glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, canvas->w, canvas->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, canvas->pixels);
   SDL_FreeSurface(canvas);
}

bool gl_png_open(char* filename, GLuint* surface, SDL_Rect* retrect){
   if(filename == NULL) return false;
   SDL_Surface* tmp = IMG_Load(filename); // <= properly check if the file is there, in this case it was all hardcoded,
   if(tmp == NULL) return false;
   SDL_Rect r = {0,0,tmp->w, tmp->h};
   gl_surface_to_tex(tmp, r, surface);
   if(retrect != NULL) *retrect = r;
   return true;
}
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Re: [BETA] Danimator -- "A friggin' animation program!"

Postby Rustygold » Fri Sep 04, 2015 3:36 pm

Thank you so much!
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Re: [BETA] Danimator -- "A friggin' animation program!"

Postby MaxED » Fri Sep 04, 2015 3:42 pm

Seidolon wrote:Could you give me some pointers possibly?

Use C#. SRSLY.
Spoiler:
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Re: [BETA] Danimator -- "A friggin' animation program!"

Postby The Zombie Killer » Fri Sep 04, 2015 8:26 pm

The ImageMagick API for C++ (Magick++) is what I'd recommend
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