Update 0.0.146e is live!
This update has a few fixes and one major addition: sprite animation editor! Currently the animator supports three types of interpolation: step, linear and cosine. Initially I had planned to also use cubic interpolation like a Hermite or TCB spline, but decided against it. The cosine has some of the features of a parameterized spline, like the smooth ease-in and ease-out, but lacks the fine-tuned control of a TCB spline. I’m ok with that for now. The cosine interpolation is cheap and the sprites are blocky. Seriously, how much granularity do we need here?
There is now an envelope editor that allows you to visualize all of the keyframes in the timeline for each transform and assign an interpolation type for each axis.
Lodestar:
* Fixed crash report newline spacing… again
Launcher:
+ Added animator to the menu
* Fixed empty menu on initial download
Sprite Animator:
+ Initial release; v0.1b
Sprite Editor:
+ Added hotkey Q for Add
+ Added hotkey E for Paint
+ Added hotkey S for Erase
--------------------------------------------------------------- Language files blank comment code --------------------------------------------------------------- Java 483 12830 5477 37052 PHP 309 10275 5858 26722 CSS 6 641 68 3242 GLSL 54 407 111 1579 Javascript 14 262 89 1192 XML 11 158 16 771 HTML 3 8 0 42 DOS Batch 1 0 0 1 --------------------------------------------------------------- SUM: 881 24581 11619 70601 ---------------------------------------------------------------
Here is some eye candy to accompany the announcement that the official Press Kit is now online!
If you want to make a nice press kit for your game or game company, I recommend grabbing presskit() from http://dopresskit.com/ and hacking the crap out of it!
Not much to display… I did add dungeon mini-maps!
Also rewrote the name generator to use multiple CSV files for prefix, fill, and suffix syllables. So, for example, if fed CSV syllable files derived from Greek male names, it produces results similar to the following: iphrosan, iphsydes, chystaxen, polylo, bacnuseis, auclecias, boaemus, pakleces, trimurus, iphaeslius, herphaislo, spynonus, aysto, puuspho, petodes, lemcerus, hyptados, piophon, diodaltes, biphaestos, xoocus, glausigos, phecarror, pondrission, hadgotes.
Working on dividing face lighting calculations between multiple frame renders.
Working on component/attribute based item system.
The 3D sprites are finally starting to come alive!