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Torque2D Animated Sprites question

by Quest Johnny · in Torque Game Builder · 03/26/2006 (8:43 am) · 6 replies

Apologies if these have been answered, I searched for Torque 2D, but all I could find was the blurb - which had some info but not what I needed. The other areas were locked against access.

I'm curious whether Torque 2D has any sort of editor/support for building/viewing/editing sprite-based animations like Flash IDE does? That's the one piece I'm concerned about.

#1
03/26/2006 (10:47 am)
No, but that's that's not to say that it won't have something in the future.

At the moment you create your graphics and output each frame into a strip (again, no TGB tools for this) then you create the datablocks to setup your images and the timing.
#2
03/26/2006 (10:54 am)
But you don't need to make a strip.. As outlined in Melv May's plan the engine does this for you. You can keep each frame as it's own image, or put a few frames in one image and keep the rest separate.. It's very flexible.
The new editor in the Beta2 version has an animation builder, I'm not sure how Flash does it but it's enough to arrange the frames and playback options.
#3
03/26/2006 (3:32 pm)
Can you, as in Flash say "play run animation now" and "play standing animation" now, etc?
#4
03/26/2006 (11:10 pm)
The new game-builder does have an animation editor (as Joe mentions) that allows you to generate the frame sequences, set the speed, looping options etc.

You can easily setup and name these animations such that each one might be "run", "idle" etc. You can then play them with "%sprite.playAnimation( runAnimation )" etc.

Hope this helps,

- Melv.
#5
03/27/2006 (10:18 am)
Excellent news!

Oh and excellent work on 2D, Melv!
#6
08/03/2006 (8:59 am)
Note: I've since played with Torque2D - I was blown away.

From 'here's the code, good luck' with Torque to 'nice IDE, nice tutorials, let's walk you along by the hand' - WOW! That was money well spent. :) I'm truly impressed.