Two new Screencatpures about animation
Since our static screenshots can only show one part of our progress, we decided to offer 2 new "ingame videos" showing some of our animation tests within FIFE.
You´ll see two different methods of animation in FIFE - map object animations and gui animations:
1. Mapobjects
For now, FIFE only provides the possibility of looping one single object animation. The next relases will improve the animation code and let you select which animation is played - and when. Nevertheless, the current method helps to test animations ingame.
We animated our windmill with a simple rotatio, burning barrels - and skybounds grey wolf runs on the map, too. There isn´t anything optimized, so the performance is very poor. Mainly because of the windmill, which is ATM very huge. So don´t be surprised if the video lacks 2 or more frames on some positions.
2. GUI animations
For now, there is no "official" way to create animations with standard GUI widgets. Skybound did some tests with *.frms, but as Zero won´t use this format, I needed to find another solution. I successfully played around with timers which let me move around objects or replace graphics. I wrote a small demo which you can find in /content/scripts/demos of the current FIFE release.
We used a more complex version of the timer animations to animate our analog HP display. It reacts on the characters amount of HP: Decrease if he looses HP, increases to max_HP if he gains HP. In combination with our combat simulator, we are able to visualize the output of the current combat.
Note: These method is only for testing purposes - official solutions from FIFE should both increase the quality and simplify the creation of gui animations.
Videos:
Here you can download the videos. Video a) shows one ouf our former maps, where we used old tiles. As you can see on our new screenshots, they aren´t used anymore
a.) Shows the windmill, the zero coke (^^), burning barrels and the analog HP display
( ca. 20 MB)
b.) Shows a more detailed demo of the analog HP display
( ca. 500 kb)
Cheers,
the Zero-Projekt team
Since our static screenshots can only show one part of our progress, we decided to offer 2 new "ingame videos" showing some of our animation tests within FIFE.
You´ll see two different methods of animation in FIFE - map object animations and gui animations:
1. Mapobjects
For now, FIFE only provides the possibility of looping one single object animation. The next relases will improve the animation code and let you select which animation is played - and when. Nevertheless, the current method helps to test animations ingame.
We animated our windmill with a simple rotatio, burning barrels - and skybounds grey wolf runs on the map, too. There isn´t anything optimized, so the performance is very poor. Mainly because of the windmill, which is ATM very huge. So don´t be surprised if the video lacks 2 or more frames on some positions.
2. GUI animations
For now, there is no "official" way to create animations with standard GUI widgets. Skybound did some tests with *.frms, but as Zero won´t use this format, I needed to find another solution. I successfully played around with timers which let me move around objects or replace graphics. I wrote a small demo which you can find in /content/scripts/demos of the current FIFE release.
We used a more complex version of the timer animations to animate our analog HP display. It reacts on the characters amount of HP: Decrease if he looses HP, increases to max_HP if he gains HP. In combination with our combat simulator, we are able to visualize the output of the current combat.
Note: These method is only for testing purposes - official solutions from FIFE should both increase the quality and simplify the creation of gui animations.
Videos:
Here you can download the videos. Video a) shows one ouf our former maps, where we used old tiles. As you can see on our new screenshots, they aren´t used anymore
a.) Shows the windmill, the zero coke (^^), burning barrels and the analog HP display
( ca. 20 MB)
b.) Shows a more detailed demo of the analog HP display
( ca. 500 kb)
Cheers,
the Zero-Projekt team