#FlxAnimate

1 messages · Page 1 of 1 (latest)

meager sluice
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(This might be a lil late cos it's been like a day or two since the release but)

I recently released a new version of flxanimate!
The main feature that's been developed in flxanimate is that you can modify everything (symbols, layers, elements, etc) far easier than before!

It doesn't look like too big of a deal but I had headaches with this shit lmao

https://lib.haxe.org/p/flxanimate

winter dune
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i saw this update after being told my pr was out of date and it completely broke my game lol

meager sluice
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Oh damn LMAO

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I tried to not change too much shit, but I did change the arrangement of how the animation typedef would be displayed

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Maybe it was that or it is it something else much worse?

meager sluice
winter dune
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i'll probably attempt to update on another branch soon

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but for now i'm still using my fork

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i would also like to demonstrate this but uhhhhh
this project is kinda private rn lol

meager sluice
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Symbol is no more

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curThing.symbol I mean

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I should've explained more but the new animation thing is instance and framerate

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Instance is basically a FlxElement, which has the name of the bitmap, a matrix and parameters of the symbol if it is a symbol

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And then there's the string variable name

winter dune
meager sluice
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You can get the symbol itself with anim.symbolDictionary

winter dune
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the main problem was just the character crashing the game

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once again, i'll debug that more later and tell you about it

meager sluice
#

👍

meager sluice
#

@winter dune Sorry for pinging but I recently made some commits to the repo cos I saw that I forgot to organise stuff from FlxAnimate and I thought that it may have resolved the crashing you had

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it's released on the git version rn

pastel grotto
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hey there @meager sluice, sorry for disturbing you lol, welp, i've been searching for days already a good way to implement texture atlas to the thing im making rn, and im now trying with FlxAnimate, and it works awesome!, but i got some questions and some problems about it, i saw that the hitboxes are pretty small, is there a way to make them fit the whole anim?

meager sluice
pastel grotto
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ohh right, thanks a lot anyways!

meager sluice
#

👍

pastel grotto
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ig i'll be using animateatlas at the moment, but oof, that thing eats more ram than chrome LOL

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testing with the same anim

meager sluice
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Yeah, animateatlas takes a lot of ram because what it does is transform the texture atlas into a spritesheet

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Thats the main reason why it takes huge space

pastel grotto
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ohh huh, that's pretty interesting

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oh yeah also, while i was using FlxAnimate i got some weird problem while switching states, getting null obj references, idk if it's something on my side or the actual FlxAnimate

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mostly getting the null thing here

meager sluice
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Oh fuck
Yeah, thats on flxanimate, I forgot to change that destroy function
I'll change it when I have time.
Mainly after hittin the sack cos its quite late for me

pastel grotto
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oh alright!

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oh also (this is the last thing lol), i noticed some xfl i was using to debugging flxAnimate, when generated by adobe animate not always all the symbols have the transformationPoint in it for some reason, so when using flxAnimate i got these null obj references, so probably in the future you could make it able to work without these existing, like make it default to 0, 0, (kinda weird but yeah) when i added them to the json the anim works fine, i hope that can help to improve flxanimate, it's pretty awesome!

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and thx you so much

meager sluice
pastel grotto
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you too!

meager sluice
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@pastel grotto srry for the ping but I recently released a new version of flxanimate that basically fixes the crash when u switching states

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I hope that u werent asleep or smth like that lol

pastel grotto
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ohh amazing!, gonna test it in a while

pastel grotto
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yay it's not crashing anymore

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works pretty well

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thank you for fixing it!

meager sluice
#

👍

meager sluice
#

FlxAnimate

meager sluice
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[showcase] FlxAnimate (partially) supports filters inside MovieClips on runtime!
Here's a small showcase of it in action

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from what I've tested, works both on desktop Windows and Html5

mortal ember
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How do I use this?

meager sluice
# mortal ember How do I use this?

if you mean about the filter support, It's not released yet. It needs some retouches I need to do before releasing it, but the use would be setting the symbol as a MovieClip and then using the filters variable that will come out on 4.0.0.
otherwise, if you mean about how to use FlxAnimate as a whole, you can always dm me with any questions you have and I'll be glad to help you!

mortal ember
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I don't mean the filter support of it

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I mean that I wanna know how to use FlxAnimate

meager sluice
# mortal ember I mean that I wanna know how to use FlxAnimate

Any specific questions?
If not, the first I'd say is that you should follow with how to instance it.
It's similar to FlxSprite, but except that adding a Graphic on the third argument, you add the Path where the texture atlas is ubicated
Example:

// Normal FlxSprite
var sprite = new FlxSprite(0, 0, "Path/to/Graphic");
// FlxAnimate
var atlas = new FlxAnimate(0, 0, "Path/to/Atlas");

When you input the Path of the atlas, input the folder where It is located, do not put the path of any of the files that are inside the exported folder

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Make sure the path is correct and then you add the atlas and It should be rendering

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To tinker with the animation of the texture atlas, you need to use anim instead of animation

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Its the custom animation controller of FlxAnimate and the other one is not used in the class

mortal ember
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Does it support sparrow atlas?

meager sluice
# mortal ember Does it support sparrow atlas?

If you mean that if flxanimate.FlxAnimate supports Sparrow atlases, It does not, for the sole reason that the class specialises only on texture atlases, however, It is available on flxanimate.frames.FlxAnimateFrames that you can use to parse and apply spritesheets to FlxSprite. You can use It by typing FlxAnimateFrames.fromSparrow and you add the path of the xml. This supports both Sparrow v2 and Sparrow v1 on Animate btw

mortal ember
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I'm trying to figure out how to make spritesheets waste less ram like chrome

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Because I want spritesheets to eat 20% of the ram then it's currently eating

meager sluice
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[showcase] I implemented Bevel Filters in FlxAnimate! Here's the filter in action
(This is prob more of a openfl feature implementation, but I made it for FlxAnimate so ¯_(ツ)_/¯)

zealous olive
meager sluice
zealous olive
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ah

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cool tho

meager sluice
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the Bevel Filter in itself is similar to those BitmapFilter classes, I should probably give it to openfl so that they can tinker

glacial bramble
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I’m trying to play an animation whenever a key is pressed but it always crashes with:

Null exception: .anim

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I’m using a texture atlas and im building to hashlink

meager sluice
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Something to have in mind is that you need to set the path of the whole folder, any files inside that texture atlas wont be valid

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For example:
"assets/images/ninja-girl" is correct, while "assets/images/ninja-girl/Animation.json" isnt

glacial bramble
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I got the atlas to load and an animation to play but it crashes when I try to have it play an animation in the update function for some reason

meager sluice
glacial bramble
meager sluice
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Whats the error log?

glacial bramble
# meager sluice Whats the error log?
Uncaught exception: Null access .anim
Called from PlayState.update(PlayState.hx:45)
Called from flixel.FlxState.tryUpdate(flixel/FlxState.hx:220)
Called from flixel.FlxGame.update(flixel/FlxGame.hx:752)
Called from flixel.FlxGame.step(flixel/FlxGame.hx:682)
Called from flixel.FlxGame.onEnterFrame(flixel/FlxGame.hx:550)
Called from openfl.display._internal.$FlashRenderer.~register.0(lime/app/Module.hx:0)
Called from openfl.events.EventDispatcher.__dispatchEvent(openfl/events/EventDispatcher.hx:402)
Called from openfl.display.DisplayObject.__dispatch(openfl/display/DisplayObject.hx:1399)
Called from openfl.display.Stage.__broadcastEvent(openfl/display/Stage.hx:1181)
Called from openfl.display.Stage.__onLimeRender(openfl/display/Stage.hx:2046)
Called from lime.app._Event_lime_graphics_RenderContext_Void.dispatch(lime/_internal/macros/EventMacro.hx:91)
Called from lime._internal.backend.native.NativeApplication.handleRenderEvent(lime/_internal/backend/native/NativeApplication.hx:371)
Called from lime._internal.backend.native.NativeApplication.exec(lime/_internal/backend/native/NativeApplication.hx:146)
Called from lime.app.Application.exec(lime/app/Application.hx:150)
Called from $ApplicationMain.create(ApplicationMain.hx:135)
Called from $ApplicationMain.main(ApplicationMain.hx:26)
Called from .init(?:1)
meager sluice
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without doing anything, just instancing and adding it

meager sluice
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can I see a snippet of how you're instancing it and how you're playing the animation?

glacial bramble
#
package;

import flixel.FlxG;
import flixel.FlxState;
import flxanimate.FlxAnimate;

class PlayState extends FlxState
{
    var character:FlxAnimate;

    override public function create()
    {
        var character = new FlxAnimate(0, 300, "assets/images");
        character.anim.addBySymbol("idle", "anims/idle", 24, true, 0, 0);
        character.anim.addBySymbol("singUP", "anims/up", 24, true, 0, 0);
        character.anim.addBySymbol("singDOWN", "anims/down", 24, true, 0, 0);
        character.anim.addBySymbol("singLEFT", "anims/left", 24, true, 0, 0);
        character.anim.addBySymbol("singRIGHT", "anims/right", 24, true, 0, 0);
        character.screenCenter(X);
        character.antialiasing = true;
        add(character);
        super.create();
    }

    override public function update(elapsed:Float):Void
    {
        if (FlxG.keys.pressed.J)
        {
            character.anim.play("singUP", true);
        }
        else if (FlxG.keys.pressed.K)
        {
            character.anim.play("singRIGHT", true);
        }
        else if (FlxG.keys.pressed.D)
        {
            character.anim.play("singLEFT", true);
        }
        else if (FlxG.keys.pressed.F)
        {
            character.anim.play("singDOWN", true);
        }
        else
        {
            character.anim.play("idle", true);
        }
        super.update(elapsed);
    }
}

meager sluice
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assets/images is a texture atlas right?

glacial bramble
#

yes

meager sluice
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oh wait

glacial bramble
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when i just do haxe character.anim.play("idle", true);
in create it works fine

meager sluice
#

you're instancing another different variable of the same name

glacial bramble
#

wdym?

meager sluice
#

look on the first line of create

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var character = ...

glacial bramble
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ah

meager sluice
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you're creating a variable that's identical to the variable that's on the general class

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but not setting the actual general variable

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so it's basically null

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are any more issues @glacial bramble?

glacial bramble
#

nope

meager sluice
#

👍

glacial bramble
#

It doesn’t seem to be compiling on haxeflixel 5.4.0

zealous olive
glacial bramble
lost kindle
#

Just remove or comment out the concat function

meager sluice
glacial bramble
#

Random question
How would I go about adding it to my fnf engine when the character class extends flxsprite. I’ve been trying to think of a solution for a while now and I got nothing

meager sluice
# glacial bramble Random question How would I go about adding it to my fnf engine when the charac...

with all due honesty
despite I love watching the fnf comm grow on them servers and myself have modded the vanilla countless times instead of resorting to fan made engines, I really cant tell
an idea that just crossed my mind rn is that you could do an interface that shares the Character hierarchy, and with that implement it to two different classes, SpriteCharacter and AtlasCharacter, that you can use for your own shenanigans

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but again, I cant really dictate your own stuff, my implementations I did with FlxAnimate was to add FlxAnimate directly or change Character's extension to FlxAnimate

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can give superficial tips, but cant be your coder assistant on something I dont even have access ¯_(ツ)_/¯

glacial bramble
meager sluice
#

👍

elder mist
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I'm trying flxanimate for the first time and I'm having some problems.
I just installed it with haxelib install flxanimate, added it to an empty project with <haxelib name="flxanimate" />, and when I try to compile I get these errors:

D:/HaxeToolkit/haxe/lib/flxanimate/3,0,4/flxanimate/frames/FlxAnimateFrames.hx:142: characters 21-27 : Field concat should be declared with 'override' since it is 
inherited from superclass flixel.graphics.frames.FlxAtlasFrames
D:/HaxeToolkit/haxe/lib/flxanimate/3,0,4/flxanimate/frames/FlxAnimateFrames.hx:142: characters 21-27 : Field concat overrides parent class with different or incomplete type
D:/HaxeToolkit/haxe/lib/flixel/5,6,0/flixel/graphics/frames/FlxAtlasFrames.hx:454: characters 18-24 : ... Base field is defined here
D:/HaxeToolkit/haxe/lib/flxanimate/3,0,4/flxanimate/frames/FlxAnimateFrames.hx:142: characters 21-27 : ... Different number of function arguments

apparently the installed version is 3.0.4, and the flixel version is 5.6.0. I supposed it was a issue caused by the recent flixel versions, so I tried an older one like 5.5.0, but still nothing

elder mist
# hollow ridge ^

Yeah just saw that, now im having more errors. I'm dont really know how to use it?? I just exported the sprite sheet as JSON in adobe animate and now added this in the code:

var character = new FlxAnimate(200, 200, AssetPaths.bf__png);
        for (i in ['BF NOTE UP', 'BF NOTE RIGHT', 'BF NOTE LEFT', 'BF NOTE DOWN', 'BF idle dance', 'BF HEY!!'])
            character.anim.addBySymbol(i, i, 24, false);
        character.animation.play('BF idle dance');
        add(character);
hollow ridge
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i really dont know how to use flxanimate 🙏

glacial bramble
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In flxanimate you put the folder path not the spritesheet path

elder mist
elder mist
# glacial bramble where is your json saved

I tried to build the sample now (I didn't change anything) and the game instantly crashes with these errors:

Uncaught exception: Null access
Called from flixel.graphics.frames.FlxAtlasFrames.addAtlas(flixel/graphics/frames/FlxAtlasFrames.hx:439)
Called from flixel.graphics.frames.FlxAtlasFrames.concat(flixel/graphics/frames/FlxAtlasFrames.hx:457)
Called from flxanimate.frames.$FlxAnimateFrames.fromTextureAtlas(flxanimate/frames/FlxAnimateFrames.hx:128)
Called from flxanimate.FlxAnimate.loadAtlas(flxanimate/FlxAnimate.hx:88)
Called from flxanimate.$FlxAnimate.__constructor__(flxanimate/FlxAnimate.hx:70)
Called from PlayState.create(PlayState.hx:19)
meager sluice
#

also something to note, it specialises mostly in texture atlases, so it has to be from the spritemap format

elder mist
#

I got some help and managed to make it work

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To fix the Null access error I just had to install flxanimate by git instead of haxelib install flxanimate

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after that the sample project worked

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now I'm having problems with exporting more than 1 animation as a texture atlas, but that's just a adobe animate thing lol

meager sluice
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hmm

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could be a git downloading issue maybe?

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but im glad to see its working now lol

meager sluice
elder mist
meager sluice
#

and then, you just do .play("animation") and thats it

keen trail
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i kind have a issue regarding selecting the flxanimate object
it just makes the whole screen black
anyone know a fix for this?

meager sluice
#

[showcase] I made a form for users that have used or are using FlxAnimate, asking for general suggestions, plus asking what does not really work with FlxAnimate, and some thoughts about a potential feature that's going to be included in the next version of FlxAnimate, Any honest answers will help tremendously on how to refine it as a whole

mortal ember
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I posted a suggestion

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In the form

meager sluice
#

have you tried using a different atlas to test?

keen trail
keen trail
#

Showing the hitbox
And being able to move it
Using haxeflixels default tools

meager sluice
#

maybe it is the hitbox thing that makes it break?
consider that openfl does not support lines on hardware accelerated mode, so it resorts to CPU intensive stuff

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and then it renders as a default shader

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but if its too big, then it just disappears

mortal ember
#

I wonder if flxanimate works on hl

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I'm actually curious

glacial bramble
mortal ember
#

Because for me, getting a sparrow atlas crashes the game

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Idk if it's probably gpu caching

meager sluice
mortal ember
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I wonder how I would fix the error when using FlxAtlasFrames.fromSparrow on hl

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Because that happens to me when trying to get a sparrow atlas on hl

glacial bramble
meager sluice
#

how big is your atlas?

mortal ember
#

The optimized version

meager sluice
#

huh

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it should work iirc

mortal ember
#

I set up hashlink by dowloading 1.12 from the github, and did lime setup hashlink

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Setting "HL_PATH" to the downloaded hl build path with hl.exe, from the lime config xml

hollow ridge
mortal ember
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1.14 doesn't work for some reason

hollow ridge
#

You sure

mortal ember
#

Yeah

meager sluice
hollow ridge
#

lemme check

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mmm works fine for me?

meager sluice
#

for me aswell

hollow ridge
#

excluding some hscript calls breaking my whole shi on hashlink

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its working fine so idk about any incompatibilities or not being able to parse basic sparrow sprites

meager sluice
#

does it happen anywhere else? @mortal ember
but Ig if you have those issues, its better to ask the big dudes on flixel

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they might help ya with it

mortal ember
#

That's the entire function

meager sluice
#

Ah

mortal ember
#

I know rudy said that regex isn't supported with hl

meager sluice
#

it is supported, but fromSparrow does not use it

hollow ridge
#

i use it on one of my classes

mortal ember
#

Also, calling Sys.args() throws an error on hl

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I did trace the crash log to see what caused it

meager sluice
#

I see

#

but if it throws errors with Sys.args(), is it related to FlxAnimate?

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FlxAnimate does not override nor use Sys

mortal ember
versed badger
mortal ember
meager sluice
#

maybe you downloaded a x86 version?

mortal ember
#

Please

mortal ember
#

I downloaded the x64 version

meager sluice
#

hmmm....

#

ask around the flixel comm, I recall downloading it on 64 for this ver and working fine
altho some versions earlier I used x86 cos it did crash for no reason

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maybe it could be that

elder mist
#

when I got it working i was using hashlink

mortal ember
#

I know

glacial bramble
#

is there a function for loading a packer atlas with FlxAnimateFrames?

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also when loading a sparrow atlas with flxanimate do you do it how you would with flxatlasframes or loading a texture atkas

meager sluice
meager sluice
#

this includes easelJS, cocos2D, Sparrow, Starling, etc

glacial bramble
#

also how do i get the current animation name

glacial bramble
#

how do i check if an animation is looped?

mortal ember
#

I've straight up never heard of those before

meager sluice
mortal ember
#

Ok

meager sluice
glacial bramble
#

How do you properly export a texture atlas to use it with flxanimate

versed badger
#

I think you make a symbol and inside the symbol have all the animations you want to use

glacial bramble
#

it does this ingame

versed badger
#

Hmmm im not sure, I havent used FlxAnimate in quite a bit
The only thing that comes to mind is checking if the symbol you're playing isnt the one that has all the animations

meager sluice
meager sluice
glacial bramble
meager sluice
#

is it laid like that on the atlas you exported?

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if you wanna use different symbols inside a texture atlas, that's where char.anim.addBySymbol() comes along

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and you add the name of the symbol

glacial bramble
glacial bramble
meager sluice
# glacial bramble No

hmm.... May I check the referred atlas to test further?
spritesheet behaviour is impossible in FlxAnimate

glacial bramble
meager sluice
# glacial bramble

looking at the animation json, the main animation seems to be laid down in a "spritesheet" order as you said
May I ask how are you trying to instance the symbols?

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whenever a symbol is on a folder, you should always indicate the path of said folder, in this case sprites/matt right note for the right animation it seems

zealous olive
#

you should be asking them what their code to load the atlas into a sprite, looks like

glacial bramble
glacial bramble
#

how does FlxAnimateFrames.fromJson work? when i try it it just gives me a blank image

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or i just get a crash

zealous olive
#

show usage

mortal ember
#

I would really love that the symbol system can be recycled

meager sluice
hollow ridge
meager sluice
#

I mean, you can reuse symbols

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as in you can add an element inside a keyframe that has the same symbol specifics

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and you can do whatever you want with it

hollow ridge
#

mb i meant like, when you kill a sprite you can recycle its instance to reuse it and change some stuff inside it, i think he wants to be able to do the same with the symbols? yeah i dont really know why would he want to add recycling to it

meager sluice
#

the reason why you can't change the element is cos its merely an indicator to showcase that you wanna use this symbol with some specific parameters

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or, if you want to modify the element to change its position, just do it directly

hollow ridge
#

yeah i guess, all that he wants its to reduce memory usage and improve performance on his stuff so whatever hes gonna read later he is gonna ignore it and go directly to implement it then ask why its not working

glacial bramble
#

and it either gives a blank image or a json parse error

glacial bramble
#

actually only fromCocos2D works

glacial bramble
#

Anything?

mortal ember
#

The reason why I don't use flxanimate is because the symbol system isn't even recycled

glacial bramble
#

ok?

mortal ember
#

If the symbol system eventually gets reworked with recycling, I'll use it finally

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Cause flixel's animation system in general has wrong offsetting

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When it's supposed to be perfect

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I can't wait for maru's flxanimate project to be released

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Like man. The hitbox. It is awesome btw

lost kindle
#

Assuming my knowledge of flxanimate is right, it just draws quads of limbs?

mortal ember
#

Yeah

lost kindle
#

end of the line for a while, bye

lost kindle
glacial bramble
mortal ember
glacial bramble
mortal ember
#

I wonder if flxanimate will support svg image files in the future

versed badger
#

Why would it

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Isnt the entire point to parse animates texture atlas

mortal ember
#

Yeah

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There also is sparrow atlas

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Idk if it's much better than flixel's but yeah I'm going to switch to flxanimate if they recycle symbols in the future

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Cause I love reusing objects imo

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It's great for performance too

versed badger
#

I mean you can always do it yourself and make a pull request :P

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But didnt someone mention that recycling wouldnt make much sense in FlxAnimate

versed badger
#

Yeah

mortal ember
#

But

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My FNF engine is meant to be ultra performant while using haxeflixel though

mortal ember
#

Wdym?????

#

Are you actually serious?

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My fnf engine performs very well on even a 1GHz pc

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I mean it does have some extremely hacky code but still

hollow ridge
#

i doubt my chromebook (1.10ghz) cant even run it at this point

mortal ember
#

?

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Could you run psych engine?

hollow ridge
#

yuh

mortal ember
#

Try to run kade engine trollface

hollow ridge
#

it runs fine too

mortal ember
#

Now can you try to run fnf unity party good?

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Search "fnf unity party" and you'll find the gamebanana for it

versed badger
meager sluice
#

Like, the same reason if you added in the FlxSymbol's timeline whatever, this Will affect EVERY FlxElement instance that references that Symbol

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Thus, not understanding why would It be needed in the first place

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Unless theres a reasonable explanation as in what issues could cause without this recycling

versed badger
#

Probably best to ask @mortal ember because I don't really understand what he's getting at either

meager sluice
#

Im figuring how the whole SVG thing works in Flash

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That way I could PR It in OpenFL and have my own implementation with shaders

meager sluice
# glacial bramble <@726161533540761662> sorry for ping

Im looking into it, sorry for the very late response, Life happened lol
Yeah I need to recheck some of the spritesheet stuff, on Cocos2D I had a problem with rotated sprites, so the issue is known that some do not work as intended

meager sluice
#

But it adds support to just link the spritesheet file instead of requiring to add both image and XML file

versed badger
#

Does anyone even use Sparrow v1?

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I feel like the only place where i've seen it was in Flash

meager sluice
versed badger
#

I guess

meager sluice
#

I suppose HaxeFlixel users but yh idk

#

Id better like to support It since its there lmao

glacial bramble
meager sluice
glacial bramble
glacial bramble
#

has anyone gotten blend modes working in flxanimate?

versed badger
#

i think dev branch on git has some implemented

glacial bramble
#

Ooh cool

meager sluice
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Theres some implementation with It, but at the end of the day openfl needs to have them

meager sluice
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Technically the way its implemented every blend mode is implemented

glacial bramble
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K

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Also any progress on FlxAnimateFrames being fixed yet?

meager sluice
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Now, the issue lays that openFL's implementation of blend modes is inaccurate, no way to fix that on library that isnt either overshadowing openFL classes or remaking the graphics class

meager sluice
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Ill look into It tho ngWink

versed badger
meager sluice
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Oh really?

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I really need to go in-depth with the spritesheet exports

zealous olive
modern trout
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i wonder why using a folder is required

meager sluice
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there's gonna be a future exporter that takes advantage of this folder, but it would be nice to have something as a zip or use the MS-CFB format

modern trout
azure carbonBOT
#

<@&198916468312637440> Please review this message by: @meager sluice

cheemsnfriends#0
SPAM ALERT - Timed out

@everyone considering my struggles with TAs and how tiresome they are I've sadly have come to take a drastic decision....
Creating my own TA Exporter!

with the help of @timid jetty, we've pulled up a new exporter that could serve as an extension of the original one
Features such as:

  • Fixing Filters
  • Format reorganization like:
  • the implementation of 2D Matrices
  • externalized symbols in a separate folder called LIBRARY for better readability
  • Frames now respecting its duration field and not duplicating them when playing a graphic symbol or a minimal change is made that's not specified in the Flash timeline
  • Modifiable Tween data values, like Classic and Motion Tweens (Shape Tweens are yet to be implemented)
  • not crashing for animations that could be worth 2-5 mins of footage (as far as we tested, could be more) and pretty resilient so it doesn't crash when the sprites are too big.
  • Support for Sounds in frames, with its behaviors such as Event and Stream
  • Support for exporting multiple symbols at once without having to group them in a symbol
    Missing features such as Shape Tweens, videos and others will get worked on and properly supported.
    also, even though the exporter does have these options, FlxAnimate does not provide a proper implementation for those yet
    any feedback on this exporter would be appreciated and noted for ironing this exporter to a close replacement to Adobe's integrated software

[Link Removed]

frank pumice
#

yeah, some mistake

glacial bramble
#

Haxebot tweaking

meager sluice
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and with an announcement

frank pumice
#

what doesn't kill you makes you stronger

meager sluice
#

considering my deep struggles with Adobe's TAs, I had to do the following

Create my own TA Exporter!

with the help of @timid jetty we drafted a TA exporter from the ground up, basically an extension of the current Animate's TA, but with stuff such as:

  • Fixing Filters
  • reorganizing its format like
  • adding 2D matrices
  • externalized symbols in a separate folder called LIBRARY for better readability
  • Frames respecting the actual duration, no matter if its playing a graphic symbol, something more par with your Flash timeline
  • Modifiable Tween data values like Classic and Motion Tweens (Shape Tweens are yet to be implemented)
  • Export animations that could be as long as 5~ mins of animation and almost frame by frame (as far as we tested, could be more) and it's pretty resilient so it doesn't crash
  • Sound support
  • Multiple symbol export support without having to group them into one

Missing features like Shape Tweens, videos and others will get worked onand properly supported, with the intention of creating a fair substitute of Animate's integrated software
Keep in mind that FlxAnimate does not support 100% of the features that this exporter can output, it's being worked on!

azure carbonBOT
#

@everyone - now the ping that will not get me shot twice

meager sluice
#

if there are issues to install it, hit me up, but should be as simple as following the README tut I made and copying all the assets over there

meager sluice
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if anyone's interested on FlxAnimate that much they wanna hear updates on the thing, but like having to talk with other people, I made this silly server that will be pretty ease up bug reports or feature stuff, or simply what am I thinking to add in FlxAnimate
idk, the choice is yours lol

azure carbonBOT
#

@everyone - time to ping...

modern trout
#

nuhuh

hard kernel
#

is there any way to do multi atlasing with flxanimate?

zealous olive
meager sluice
#

you can add the limbs, but I haven't figured out a concat for animation symbols and what not

marble lark
#

How does one add an actual animation for something like this?

var boyfriend = new FunkinSprite("boyfriend", 40, 40);
boyfriend.frames = FlxAnimateFrames.fromTextureAtlas("assets/characters/boyfriend/bfAtlas_assets");
boyfriend.antialiasing = true;
add(boyfriend);
#

im testing out FlxAnimate haxe

glacial bramble
marble lark
#

Oh bummer 😦

#

alright wtf am I doing wrong now?

glacial bramble
marble lark
glacial bramble
marble lark
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ohhhhh me so smart

#

thanks slime

marble lark
#

Does FlxAnimate offically support blendmodes?

versed badger
#

I think there is some support on the git version

marble lark
#

neat

timid jetty
#

either that or manually adding them to the animation json file

timid jetty
meager sluice
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reexporting the invite so people can join in if they want to anytime lol

timid jetty
hard kernel
#

yeah

dull atlas
#

Helloo, I make a sprite with flxanimate and play an animation.
But i have a question, How do i hide a symbol/object in animation?

example
"Idle" has Head, Body, Legs
I want to hide head only.

how to do this?

meager sluice
#

[showcase] Have you ever wondered how does FlxAnimate/Dot-Stuff related tools or why is it done the way it is to become the way it's been? well, look no further ado because we, the Dot-Stuff team, have decided to make a series of presentations called "The Dot-Stuff Whiteboard"!

These "Whiteboards" will consist of explaining exactly that! for example: How to setup an FLA to juice out all the potential with FlxAnimate? How to use BTA? Usage examples on some of the features in FlxAnimate?

All of these and more on our FlxAnimate server, currently planned to make our first one on the next <t:1751137200:f> at FlxAnimate hate group !

See ya there, Space Cowboy!

azure carbonBOT
#

@everyone - hi

meager sluice
timid jetty
frank pumice
#

hey

#

showcase is meant to be for showing off your things

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not a server advertising ground

meager sluice
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I used the showcase thing for other stuff like forms or the discord server, why is it a problem now... 😔

meager sluice
#

I was encouraged to bring stuff over here, so I think it'd make sense to make a showcase type shi heh...

#

[showcase] I've been working on a MovieClip system, similar to the SWF rendering stuff, this way, when you play an animation, the movieclip follows its personal animation process, which you can later call to stop it, play it, and so on, much like MovieClips on SWF!