Custom animations

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FranchuFranchu
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Custom animations

#1

Post by FranchuFranchu » Sun Jun 17, 2018 22:22

Since KoalaGuy was deleted, all his posts are gone. One of those posts was about custom animations. So here I am remaking the tutorial

To define your animation:

Code: Select all

[
   {
       "id":"myanimation",
       "frames":[ {
              "bmp":"myanim.png"
              "move x":5 //In moment number 1, 
             //our animation will be in x 5
             "move y":16 //and in y 16
           },{
              "bmp":"myanim.png"
              "move x":10 //In moment number 2, 
             //our animation will be in x 10
             "move y":16 //and in y 16
           }
           
         ]
         "handle interpolation":5 //5 ticks between
         //moment 1 and moment 2
     }
]
To use it:

Code: Select all

[ 
  {
    "id":"buildingwithanimation",
    "type":"decoration",
    "width":1,
    "height":1,
    "frames":[{"bmp":"basepart.png"}],
    "animation":[
      {"id":"myanimation"}
    ]
  }
 ]
I hope I didn't mess up with anything
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dom.stephen
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Re: The ACTUAL tutorial on custom animations

#2

Post by dom.stephen » Sun Jun 24, 2018 15:30

How is x and y defined?
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FranchuFranchu
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Re: The ACTUAL tutorial on custom animations

#3

Post by FranchuFranchu » Sun Jun 24, 2018 16:34

You mean "move x" and "move y" or "x" and "y"?
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dom.stephen
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Re: The ACTUAL tutorial on custom animations

#4

Post by dom.stephen » Sun Jun 24, 2018 16:48

Both? I'm clueless to animations :calc
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Re: The ACTUAL tutorial on custom animations

#5

Post by FranchuFranchu » Sun Jun 24, 2018 21:58

"x" and "y" select a certain part of a image. For example

Code: Select all

"frames":[{
"bmp":"file.png",
"x": 20,
"y":40,
"w": 30,
"h":50
}]
will use a 30×50 rectangle starting at point 20,40 of file.png and set it as the building's frame. You don't to use them in animations. You can use them in any building

"move x" and "move y" are for animations. They set the position of the animation in a specific moment

In the first example of this topic, I made the animation go from (5,16) to (10,16)
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Re: Custom animations

#6

Post by -LeoLeo- » Thu Oct 18, 2018 16:53

I know we can put animations on roads, but....

Can it like... be tile dependent?
like frame 1-16 each have different animations, is that possible??
If so, can I have an example???
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Re: Custom animations

#7

Post by CommanderABab » Thu Oct 18, 2018 17:37

Yes it is.

Search Red Box Road
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Re: Custom animations

#8

Post by CommanderABab » Thu Oct 18, 2018 17:41

Redbox road.json
(16.48 KiB) Downloaded 43 times
770!770Currently using alpha 770. 770 What's new? :)
Need plugins dialog!!
:)

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Re: Custom animations

#9

Post by CommanderABab » Thu Oct 18, 2018 17:51

Last edited by CommanderABab on Tue Mar 26, 2019 17:35, edited 1 time in total.
Reason: Changed link to a secure link
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Need plugins dialog!!
:)

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Re: Custom animations

#10

Post by -LeoLeo- » Thu Oct 18, 2018 18:35

Thank you so much, Commander!!😁

Man, this is gonna be a blast!


Edit : I've now successfully spilled my drinks all over the table after looking at the code
• I'm one with the Lombaxes •

Have you ever seen anybody be so excited about new icons for transit!??!?!!!?❤️ |ℹ️|
¤ The P.M. of Attobaxia.
¤ The CEO of Leopolis Corp.
¤ Love Ratchet&Clank

;) :space

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Re: Custom animations

#11

Post by -LeoLeo- » Thu Oct 18, 2018 18:55

@CommanderABab
Okay, let me check...

You took the pictures, made them into parks (+ animation), steal those parks textures and make those into animation themselves, took those textures and uses them as BG/FG animation for the road... right?

Wow.....
• I'm one with the Lombaxes •

Have you ever seen anybody be so excited about new icons for transit!??!?!!!?❤️ |ℹ️|
¤ The P.M. of Attobaxia.
¤ The CEO of Leopolis Corp.
¤ Love Ratchet&Clank

;) :space

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Re: Custom animations

#12

Post by CommanderABab » Thu Oct 18, 2018 19:10

-LeoLeo- wrote:
Thu Oct 18, 2018 18:55
@CommanderABab
Okay, let me check...

You took the pictures, made them into parks (+ animation), steal those parks textures and make those into animation themselves, took those textures and uses them as BG/FG animation for the road... right?

Wow.....
Yep. Putting them into parks for storage was to save plugin space. It isn't necessary, you could define textures in the animations themselves. If you wanted 16 different animations though, you have to define each one separately as frames in the animations would cycle through all the frames in it for each road tile.
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Need plugins dialog!!
:)

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Re: Custom animations

#13

Post by Imran M » Sun Dec 02, 2018 14:27

Wait, could I make a rocket? Like the one from the missile silo? Because I'm making a space exploration plugin.
https://m.youtube.com/watch?v=AqpYHdv3S00 gives 404 error.

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Re: Custom animations

#14

Post by Between3Characters » Thu Jan 17, 2019 12:39

Hi franchu. Do i need the animation, like in the smoke types? (Each one frame every corner of a animation's png)
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Re: Custom animations

#15

Post by MaysaChan » Fri Mar 29, 2019 16:51

Between3Characters wrote:
Thu Jan 17, 2019 12:39
Hi franchu. Do i need the animation, like in the smoke types? (Each one frame every corner of a animation's png)
what is you question again?
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Re: Custom animations

#16

Post by CommanderABab » Sat May 11, 2019 18:36

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Need plugins dialog!!
:)

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Re: Custom animations

#17

Post by Faayr » Mon Jul 29, 2019 8:20

CommanderABab wrote:
Sat May 11, 2019 18:36
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Can I get the code for the water source animation?
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Re: Custom animations

#18

Post by Imran M » Tue Jul 30, 2019 20:45

CommanderABab wrote:
Sat May 11, 2019 18:36
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36v6c1.jpg
36v6c1.jpg (34.95 KiB) Viewed 583 times
https://m.youtube.com/watch?v=AqpYHdv3S00 gives 404 error.

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