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  • How can I create and animate 2D skeletons for HTML5 Javascript games? [on hold]

    - by user414209
    I'm trying to make a 2D fighting game in HTML5(somewhat like street fighter). So basically there are two players, one AI and one Human. The players need to have animations for the body movements. Also, there needs to be some collision detection system. I'm using createjs for coding but to design models/objects/animations, I need some other software. So I'm looking for a software that can: easily make custom animation of 2d objects. The objects structure(skeleton etc.) will be same once defined but need to be defined once. Can export the animations and models in a js readable format(preferably json) Collision detection can be done easily after the exported format is loaded in a game engine. For point 1, I'm looking for some generic skeleton based animation. Sprite-sheet based animations will be difficult for collision detection.

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  • How are realistic 3D faces created and animated in video games?

    - by Anton
    I'm interested in being able to create realistic faces and facial expressions for the 3D characters of a game I'm working on. Think something similar to the dialog scenes in games like Mass Effect. Unfortunately I'm not sure where to begin. I'm sure the faces/animations are created through 3D Modeling software, but otherwise I am lost. Do facial animations use the same "bones" that normal body animation uses? Is there any preferred 3D software for realistic faces and animations? Is there a preferred format to export these faces and animations in?

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  • Should I use procedural animation?

    - by user712092
    I have started to make a fantasy 3d fps swordplay game and I want to add animations. I don't want to animate everything by hand because it would take a lot of time, so I decided to use procedural animation. I would certainly use IK (starting with simple reaching an object with hand ...). I also assume procedural generation of animations will make less animations to do by hand (I can blend animations ...). I want also to have a planner for animation which would simplify complex animations; those which can be split to a sequence - run and then jump, jump and then roll - or which are separable - legs running and torso swinging with sword -. I want for example a character to chop a head of a big troll. If troll crouches character would just chop his head off, if it is standing he would climb on a troll. I know that I would have to describe the state ("troll is low", "troll is high", "chop troll head" ..) which would imply what regions animation will be in (if there is a gap between them character would jump), which would imply what places character can have some of legs and hands or would choose an predefined animation. My main goal is simplicity of coding, but I want my game to be looking cool also. Is it worthy to use procedural animation or does it make more troubles that it solves? (there can be lot of twiddling ...) I am using Blender Game Engine (therefore Python for scripting, and Bullet Physics).

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  • Why do Floatbox popups stop other animations when finished closing?

    - by isherwood
    I'm trying to essentially run a callback function when a Floatbox popup is closed via a hyperlink inside the popup. I want the page to scroll to the top and my login box to fade in. I'm using the following code: function showLogin() { jQuery('#header_no_theme_login_popup', parent.document.body).show(); window.parent.window.scrollTo(0,0); window.parent.fb.end(); } This works fine, but if I try to use jQuery fadeIn, the fade effect is truncated when the Floatbox popup finishes closing, leaving it with partial opacity. jQuery scrollTo doesn't seem to want to work at all. Thanks much.

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  • Learning AngularJS by Example – The Customer Manager Application

    - by dwahlin
    I’m always tinkering around with different ideas and toward the beginning of 2013 decided to build a sample application using AngularJS that I call Customer Manager. It’s not exactly the most creative name or concept, but I wanted to build something that highlighted a lot of the different features offered by AngularJS and how they could be used together to build a full-featured app. One of the goals of the application was to ensure that it was approachable by people new to Angular since I’ve never found overly complex applications great for learning new concepts. The application initially started out small and was used in my AngularJS in 60-ish Minutes video on YouTube but has gradually had more and more features added to it and will continue to be enhanced over time. It’ll be used in a new “end-to-end” training course my company is working on for AngularjS as well as in some video courses that will be coming out. Here’s a quick look at what the application home page looks like: In this post I’m going to provide an overview about how the application is organized, back-end options that are available, and some of the features it demonstrates. I’ve already written about some of the features so if you’re interested check out the following posts: Building an AngularJS Modal Service Building a Custom AngularJS Unique Value Directive Using an AngularJS Factory to Interact with a RESTful Service Application Structure The structure of the application is shown to the right. The  homepage is index.html and is located at the root of the application folder. It defines where application views will be loaded using the ng-view directive and includes script references to AngularJS, AngularJS routing and animation scripts, plus a few others located in the Scripts folder and to custom application scripts located in the app folder. The app folder contains all of the key scripts used in the application. There are several techniques that can be used for organizing script files but after experimenting with several of them I decided that I prefer things in folders such as controllers, views, services, etc. Doing that helps me find things a lot faster and allows me to categorize files (such as controllers) by functionality. My recommendation is to go with whatever works best for you. Anyone who says, “You’re doing it wrong!” should be ignored. Contrary to what some people think, there is no “one right way” to organize scripts and other files. As long as the scripts make it down to the client properly (you’ll likely minify and concatenate them anyway to reduce bandwidth and minimize HTTP calls), the way you organize them is completely up to you. Here’s what I ended up doing for this application: Animation code for some custom animations is located in the animations folder. In addition to AngularJS animations (which are defined using CSS in Content/animations.css), it also animates the initial customer data load using a 3rd party script called GreenSock. Controllers are located in the controllers folder. Some of the controllers are placed in subfolders based upon the their functionality while others are placed at the root of the controllers folder since they’re more generic:   The directives folder contains the custom directives created for the application. The filters folder contains the custom filters created for the application that filter city/state and product information. The partials folder contains partial views. This includes things like modal dialogs used in the application. The services folder contains AngularJS factories and services used for various purposes in the application. Most of the scripts in this folder provide data functionality. The views folder contains the different views used in the application. Like the controllers folder, the views are organized into subfolders based on their functionality:   Back-End Services The Customer Manager application (grab it from Github) provides two different options on the back-end including ASP.NET Web API and Node.js. The ASP.NET Web API back-end uses Entity Framework for data access and stores data in SQL Server (LocalDb). The other option on the back-end is Node.js, Express, and MongoDB.   Using the ASP.NET Web API Back-End To run the application using ASP.NET Web API/SQL Server back-end open the .sln file at the root of the project in Visual Studio 2012 or higher (the free Express 2013 for Web version is fine). Press F5 and a browser will automatically launch and display the application. Using the Node.js Back-End To run the application using the Node.js/MongoDB back-end follow these steps: In the CustomerManager directory execute 'npm install' to install Express, MongoDB and Mongoose (package.json). Load sample data into MongoDB by performing the following steps: Execute 'mongod' to start the MongoDB daemon Navigate to the CustomerManager directory (the one that has initMongoCustData.js in it) then execute 'mongo' to start the MongoDB shell Enter the following in the mongo shell to load the seed files that handle seeding the database with initial data: use custmgr load("initMongoCustData.js") load("initMongoSettingsData.js") load("initMongoStateData.js") Start the Node/Express server by navigating to the CustomerManager/server directory and executing 'node app.js' View the application at http://localhost:3000 in your browser. Key Features The Customer Manager application certainly doesn’t cover every feature provided by AngularJS (as mentioned the intent was to keep it as simple as possible) but does provide insight into several key areas: Using factories and services as re-useable data services (see the app/services folder) Creating custom directives (see the app/directives folder) Custom paging (see app/views/customers/customers.html and app/controllers/customers/customersController.js) Custom filters (see app/filters) Showing custom modal dialogs with a re-useable service (see app/services/modalService.js) Making Ajax calls using a factory (see app/services/customersService.js) Using Breeze to retrieve and work with data (see app/services/customersBreezeService.js). Switch the application to use the Breeze factory by opening app/services.config.js and changing the useBreeze property to true. Intercepting HTTP requests to display a custom overlay during Ajax calls (see app/directives/wcOverlay.js) Custom animations using the GreenSock library (see app/animations/listAnimations.js) Creating custom AngularJS animations using CSS (see Content/animations.css) JavaScript patterns for defining controllers, services/factories, directives, filters, and more (see any JavaScript file in the app folder) Card View and List View display of data (see app/views/customers/customers.html and app/controllers/customers/customersController.js) Using AngularJS validation functionality (see app/views/customerEdit.html, app/controllers/customerEditController.js, and app/directives/wcUnique.js) More… Conclusion I’ll be enhancing the application even more over time and welcome contributions as well. Tony Quinn contributed the initial Node.js/MongoDB code which is very cool to have as a back-end option. Access the standard application here and a version that has custom routing in it here. Additional information about the custom routing can be found in this post.

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  • How to Animate Text and Objects in PowerPoint 2010

    - by DigitalGeekery
    Are you looking for an eye catching way to keep your audience interested in your PowerPoint presentations? Today we’ll take a look at how to add animation effects to objects in PowerPoint 2010. Select the object you wish to animate and then click the More button in the Animation group of the Animation tab.   Animations are grouped into four categories. Entrance effects, Exit effects, Emphasis effects, and Motion Paths. You can get a Live Preview of how the animation will look by hovering your mouse over an animation effect.   When you select a Motion Path, your object will move along the dashed path line as shown on the screen. (This path is not displayed in the final output) Certain aspects of the Motion Path effects are editable. When you apply a Motion Path animation to an object, you can select the path and drag the end to change the length or size of the path. The green marker along the motion path marks the beginning of the  path and the red marks the end. The effects can be rotated by clicking and the bar near the center of the effect.   You can display additional effects by choosing one of the options at the bottom. This will pop up a Change Effect window. If you have Preview Effect checked at the lower left you can preview the effects by single clicking.   Apply Multiple Animations to an Object Select the object and then click the Add Animation button to display the animation effects. Just as we did with the first effect, you can hover over to get a live preview. Click to apply the effect. The animation effects will happen in the order they are applied. Animation Pane You can view a list of the animations applied to a slide by opening the Animation Pane. Select the Animation Pane button from the Advanced Animation group to display the Animation Pane on the right. You’ll see that each animation effect in the animation pane has an assigned number to the left.    Timing Animation Effects You can change when your animation starts to play. By default it is On Click. To change it, select the effect in the Animation Pane and then choose one of the options from the Start dropdown list. With Previous starts at the same time as the previous animation and After Previous starts after the last animation. You can also edit the duration that the animations plays and also set a delay.   You can change the order in which the animation effects are applied by selecting the effect in the animation pane and clicking Move Earlier or Move Later from the Timing group on the Animation tab. Effect Options If the Effect Options button is available when your animation is selected, then that particular animation has some additional effect settings that can be configured. You can access the Effect Option by right-clicking on the the animation in the Animation Pane, or by selecting Effect Options on the ribbon.   The available options will vary by effect and not all animation effects will have Effect Options settings. In the example below, you can change the amount of spinning and whether the object will spin clockwise or counterclockwise.   Under Enhancements, you can add sound effects to your animation. When you’re finished click OK.   Animating Text Animating Text works the same as animating an object. Simply select your text box and choose an animation. Text does have some different Effect Options. By selecting a sequence, you decide whether the text appears as one object, all at once, or by paragraph. As is the case with objects, there will be different available Effect Options depending on the animation you choose. Some animations, such as the Fly In animation, will have directional options.   Testing Your Animations Click on the Preview button at any time to test how your animations look. You can also select the Play button on the Animation Pane. Conclusion Animation effects are a great way to focus audience attention on important points and hold viewers interest in your PowerPoint presentations. Another cool way to spice up your PPT 2010 presentations is to add video from the web. What tips do you guys have for making your PowerPoint presentations more interesting? Similar Articles Productive Geek Tips Center Pictures and Other Objects in Office 2007 & 2010Preview Before You Paste with Live Preview in Office 2010Embed True Type Fonts in Word and PowerPoint 2007 DocumentsHow to Add Video from the Web in PowerPoint 2010Add Artistic Effects to Your Pictures in Office 2010 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 24 Million Sites Windows Media Player Glass Icons (icons we like) How to Forecast Weather, without Gadgets Outlook Tools, one stop tweaking for any Outlook version Zoofs, find the most popular tweeted YouTube videos Video preview of new Windows Live Essentials

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  • Strategy for animating a lot of "LED's" - thread?, UIView animations? NSOperation? (iPhone)

    - by RickiG
    Hi I have to do some different views containing 72 LED lights. I built an LED Class so I can loop through the LED's and set them to different colors (Green, Red, Orange, Blue None etc.). The LED then loads the appropriate .png. This works fine, I loop over the LED's and set them. Now I know that at some time they will need to not just turn on/off change color, but will have to turn on with a small delay. Like an equalizer. I have a 5-10 views containing the 72 LED's and I would like to achieve the above with the minimum amount of memory/CPU strain. for(LED *l in self.ledArray) { [l display:Green]; } I simply loop as shown above and inside the LED is a switch case that does the correct logic. If this were actual LED's and a microController I would use sleep(100) or similar in the loop, but I would really like to avoid stuff like that for obvious reasons. I was thinking that doing a performOnThread withDelay would really be consuming, so would UIView animation changing the alpha and NSOperation would also be a lot of lifting for a small feature. Is there a both efficient and clever way to go around this? Thanks for any inspiration given:)

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  • MVVM, Animations, Binding - I need a quick question answered.

    - by Peanut
    http://stackoverflow.com/questions/2455963/wpf-mvvm-dynamic-animation-using-storyboards There is a question i have found that relates directly to the issue I am having. The answer provided in that thread is a bit short, however. I did a little looking on google for 'attached properties' and i still remain a bit confused. Could someone shed a little light regarding this question? Perhaps provide a little sample code for the link stated above? Thanks in advance

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  • Strategy for animation a lot of LED's - thread?, UIView animations? NSOperation? (iPhone)

    - by RickiG
    Hi I have to do some different views containing 72 LED lights. I built an LED Class so I can loop through the LED's and set them to different colors (Green, Red, Orange, Blue None etc.). The LED then loads the appropriate .png. This works fine, I loop over the LED's and set them. Now I know that at some time they will need to not just turn on/off change color, but will have to turn on with a small delay. Like an equalizer. I have a 5-10 views containing the 72 LED's and I would like to achieve the above with the minimum amount of memory/CPU strain. for(LED *l in self.ledArray) { [l display:Green]; } I simply loop as shown above and inside the LED is a switch case that does the correct logic. If this were actual LED's and a microController I would use sleep(100) or similar in the loop, but I would really like to avoid stuff like that for obvious reasons. I was thinking that doing a performOnThread withDelay would really be consuming, so would UIView animation changing the alpha and NSOperation would also be a lot of lifting for a small feature. Is there a both efficient and clever way to go around this? Thanks for any inspiration given:)

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  • Per-vertex animation with VBOs: VBO per character or VBO per animation?

    - by charstar
    Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs), if possible. Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will likely be at different frames of the same animation at the same time). Assume color and texture coordinate buffers are static. Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? I've found a lot of information on what you can do, but no real best practices. Are there other considerations or methods that I am missing?

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  • Per-vertex animation with VBOs: Stream each frame or use index offset per frame?

    - by charstar
    Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will be at different poses/keyframes at the same time). Assume color and texture coordinate buffers are static. Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs). Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? Are there other methods that I am missing?

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  • Desktop runs very slick, animations are all fast and flawless. Moving windows around, however, is very laggy. Why?

    - by Muu
    This isn't a question about Ubuntu being laggy in general - not at all, in fact, it's very slick and fast for me. Clicking the "Workspace Switcher" in the dock performs the animation immediately and very smoothly. Switching between workspaces with the arrow keys - again, flawlessly. My computer has a resolution of 2560x1440 on a 27" display (no, not an Apple product - though my monitor has the same panel that Apple use in their cinema displays). It's powered by an Nvidia GeForce GTX 470 - easily enough to handle it - and an Intel i3. Hardware is not the issue. I am running Ubuntu 11.10 (upgraded from 11.04). I had the same issue in 11.04. I'm running the "NVIDIA accelerated graphics driver (post-release updates) (version current-updates)" from the additional drivers dialogue. Two drivers have been suggested to me via that dialogue and I've tried both - same effect with each. The driver is "activated and currently in use". Any other information required, let me know and I'll post it. I'm a programmer who works with Linux daily (both as a job and as an interest) so technical instructions are fine. I've noticed that Compiz uses a lot of CPU when moving windows around and it's memory usage is relatively high (though possibly expected for Compiz): 1671 user 20 0 478m 286m 33m S 1 7.3 12:44.05 compiz And one more thing - occasionally moving windows around is fast. But it only happens when all applications are closed, and even then it sometimes doesn't. Something must be interfering, but what? I'll try and find out but in the meantime, any suggestions are much appreciated :-)

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  • Exporting the frames in a Flash CS5.5 animation and possibly creating the spritesheet

    - by Adam Smith
    Some time ago, I asked a question here to know what would be the best way to create animations when making an Android game and I got great answers. I did what people told me there by exporting each frame from a Flash animation manually and creating the spritesheet also manually and it was very tedious. Now, I changed project and this one is going to contain a lot more animations and I feel like there has to be a better way to to export each frame individually and possibly create my spritesheets in an automated manner. My designer is using Flash CS5.5 and I was wondering if all of this was possible, as I can't find an option or code examples on how to save each frame individually. If this is not possible using Flash, please recommend me another program that can be used to create animations without having to create each frame on its own. I'd rather keep Flash as my designer knows how to use it and it's giving great results.

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  • Wait till all CCActions have completed

    - by tGilani
    I am developing a simple cocos2d game in which I want to animate two CCSprites simultaneously, and for this purpose I simply set CCActions on respective `CCSprite's as follows. [first runAction:[CCMoveTo actionWithDuration:1 position:secondPosition]]; [second runAction:[CCMoveTo actionWithDuration:1 position:firstPosition]]; Now I want to wait till the animations are complete, so I can perform the next step. How should I wait for these animations to finish? There are actually two method calls, the first one animates the objects via the code above and second call does the other animation. I need to delay the second method call until the animations in first are complete. (I would not like to use CCCallFunc blocks as I want to call the second method from the same caller as the first one.

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  • GNOME Shell Overview animation is slow on my NVIDIA 320M

    - by AllanCaeg
    I'm running Ubuntu 10.10 on my MacBook Air 11" (late 2010 model 3,1). Compiz runs fine, as well as most of GNOME Shell's animations. The animation for switching to and from GNOME Shell overview is just very slow. Unfortunately, it's the most common animation on Shell. I already applied cd ~/gnome-shell/source/gnome-shell curl http://bugzilla-attachments.gnome.org/attachment.cgi?id=157326 > shell-animations-nvidia.patch git am shell-animations-nvidia.pat that I found from http://live.gnome.org/GnomeShell/SwatList , but the issue's still here. How do I fix this? EDIT: Apparently, it's an NVIDIA driver bug, which has something to do with the message tray. Is this correct? How do I go around this issue?

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  • GNOME Shell Overview animation is slow on my NVIDIA 320M

    - by AllanCaeg
    I'm running Ubuntu 10.10 on my MacBook Air 11" (late 2010 model 3,1). Compiz runs fine, as well as most of GNOME Shell's animations. The animation for switching to and from GNOME Shell overview is just very slow. Unfortunately, it's the most common animation on Shell. I already applied cd ~/gnome-shell/source/gnome-shell $ curl http://bugzilla-attachments.gnome.org/attachment.cgi?id=157326 > shell-animations-nvidia.patch $ git am shell-animations-nvidia.pat that I found from http://live.gnome.org/GnomeShell/SwatList , but the issue's still here. How do I fix this?

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  • Rotate Rigged and Animated Scene?

    - by Nick
    I have a rigged and animated mesh that I need to import into Unity. We several characters that all use the same script, and access their bones to do procedural animations as well. The problem is that the new model I was given is facing the wrong way. Instead of facing forward, the model is facing the right.. Is there any way to rotate the model with it's animations without screwing it up, so that it will import properly in unity facing forward? Because of the way it was done, selecting everything in the scene and just rotating it by 90 degrees ruins some of the animations, so I need a program that can fix this.

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  • How can you represent equip-able items in a 2d game?

    - by ThePlan
    I've been working on an item system for a post-apocalyptic RPG, with diablo as inspiration, and it would be awesome if I could visually represent an item that can be equipped on the player sprite. I was thinking you could have a player sprite with certain animations, then the equipped item would be drawn as if it was on the player with the same animations, so it syncs with the player animations but that couldn't work very smoothly, I imagine there's a better system. How can you graphically represent an item worn on the player, which moves like he does, and looks as if he's wearing it? I'm not asking you how to do it in framework X or platform X (altho if you REALLY need it, I'm using Allegro 5 with codeblocks on win XP) but instead I'm asking you how to generally program such an idea.

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  • Playing a death anim on an enemy that I want to remove

    - by Max
    I've been trying to find a tutorial on how to best make animations in Android. I already have some animations for my enemies and my character that are controlled by rectangles and changing rectangleframe between updates using a picture like this: When I'm shooting my enemies they lose HP, and when their HP == 0 they get removed. As long as I'm using an arrayList (which I do for all enemies and bullets) I'm fine, since I can just use list.remove(i). But when I'm on a boss-level and the Boss's HP == 0, I want to remove him and play an animation of an explosion of stars before the "End-screen". Is there a preferred way to do temporary animations like this? If you can give me an example or redirect me to a tutorial, I'd be really grateful!

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