Screenshots: Latest shots from a pre-alpha build of LotBM April 17, 2009
Posted by legendsoftheblackmoon in Uncategorized.add a comment
The opening screen

Amazonia and Speller of Doom face off in a (not-for-release) PvP

Amazonia spearing the life outta the creepy spiders


Photoshopping – Automation and Batch conversion April 11, 2009
Posted by legendsoftheblackmoon in Uncategorized.Tags: automate photoshop, carlyle oliver, lege, legen, legends of the black moon, photoshop
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So, ive got a handful of sprites, coutesy my group members and their exploits in Blender, and
http://reinerstileset.4players.de/.
But, i dont need the weirdly coloured backgrounds accompanying the images. So wat do i do ? Manually open them in Photoshop, eliminate the background. Save as PNG ? Hell no, for each character i will need 10 or more images, and since i have a life ( course i do , wat do u mean i dont , so wat if i am making a game ) .. Adobe Photoshop has a nifty feature called Automate:
File > Automate > Batch
Step 1: Alt + F9 to open the Actions Panel ( ref. the first image)
Step 2: Click on the button beneath the red circle CREATE NEW ACTION
Step 3: Now, this is akin to the MS Office macros, afaik. So go ahead, Open an image, carry out the stuff u wanna replicate.
I did an Open, Select, Delete, Save As.
Once done with recording the macro, (actions to be repeated) click the STOP button.
Step 4: Save all the images for Batch Editing/Conversion in one folder. And then go to File > Automate > Batch, refer settings in the second Image. Hit OK.
Tip: You might want to set an output folder as i have done ( Demo )
Animating a Sprite Sheet April 9, 2009
Posted by legendsoftheblackmoon in games.add a comment
O_o .. interesting part now, gotta animate the stilllife all around. Its really quite simple, what i did that is:
Assuming all the animations are laid out neatly ina sprite sheet, we have a table.
With rows and columns, so any algo would read thus:
1. Get Row of Anim
2. Get Column of Anim
3. Get Anim : Height & Width
4. OnAnimStart() – Load source image from sprite sheet as a rectangle with
Height = Anim Height
Width = Anim Width
Position = (X,Y) : (0,0) Initially:
5. For subsequent frames,
increment Position.X by Sprite.Width times
And here’s the code
//Animation variables
protected int currFrame = 0;
protected int currRow = 0;
protected int currFrameSpeed = 0;
protected int animeThreshold = 8;
public Rectangle rectSource;
public Rectangle rectDestination;
/**Animate Sprite**/
if(currRow == 0)
{
if(this.currFrame < 6)
{
this.currFrameSpeed += 1;
if (this.currFrameSpeed == animeThreshold)
{
this.currFrameSpeed = 0;
this.currFrame += 1;
}
}
else
{
this.currFrameSpeed = 0;
this.currFrame = 0;
}
}
else
{
this.currRow = 0;
this.currFrameSpeed = 0;
this.currFrame = 0;
}
rectSource = new Rectangle(currFrame * this.spriteWidth, currRow * this.spriteHeight, this.spriteWidth, this.spriteHeight);
rectDestination = new Rectangle((int)this.position.X, (int)this.position.Y, this.spriteWidth, this.spriteHeight);
Additionally i found the need to control the speed of the animation, this was accomplished by adding a control variable
currFrameSpeed
i kept on incrementing it till it reached a predecided threshold.
Simple ha, of course this is just a simple and ok,ok way of doing it

