duncanperham
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duncanperhamParticipantBeen reading over the forums, but dont see any advance on a C++ version. Has anyone made a well documented C++ version yet?
duncanperhamParticipantYou dont need to be a good programmer to use allegro, it really is childs play, (but powerfull for 2d stuff). It’s just a drawing engine. Its also very well documented, I dont know your programming skill, but if you wrote timelinefx yourself (in any language), you will be able to write the required code for allegro in no time . Have a look at some of the basic tutorials and you will see, its a doddle. As for c++, I use it, but I dont write in c++, im old school C, gets teh job done. C++ is for lots of people to work on the project at the same time. For 1 man band, C is the fastest way to get the job done.
duncanperhamParticipantI had a good look over the file from git hub, but its far to complex for me, too many things to install and do (of which they all have there own learning curve), to little documentation.
duncanperhamParticipantI am very keen on getting this into code. I use C, (some c++), I also use the allegro library which is so simple and quick to use. more time coding less time reading manuals. I am going to download this lib and see if I can use it as is, or if it needs tweaking for allegro. But before I go to all that effort, has anyone else did a port for allegro yet?
duncanperhamParticipantI downloaded the code from this web site, not sure which one is more up to date. The other problem is, it takes quite a lot of time investment to scan over incomplete code and work out what its doing and whats missing. Ideally this sort of thing is bound up into an easy to use library. with functions like…
emitter *AnEmmitter;
al_LoadEmitter(AnEmmitter,”filepath”);//load the emitter
al_SetEmitterPropertys(AnEmmitter);//set up any special stuff for emitterfor(;;)
{
al_processEmitter(AnEmmitter);//cycle the data to the next frame
al_drawemitter(AnEmmitter,X,Y,scale);//draw the current emitter frame
}
al_DeleteEmitter(AnEmmitter);The guy who wrote the code in the first place could knock out these allegro functions in just a few hours… allegro is childs play even to new programmers (which is why i use it š ).
Allegro is crossplatform and will work on quite a few systems, with no input from the original developer.
Most people using allegro are using it to make games, which is exactly the market that timelinefx is aimed at.
duncanperhamParticipantWow, thanks a million, that is awsome, I shall mess about with that and try to get some chunks in. Problem there is I have not had time to dedicate to this program yet, I dabled with it a while ago, but have mostly forgot what I did :(.
Again, cant thank you enough for your help….
duncanperhamParticipantI to am looking for a blood splat explosion, I basically want to explode a 2d character, then remove the character when the explosion is at its peak, leaving just the explosion. Character is handled in code, just need an effect that can do a generic body explosion???
duncanperhamParticipantThanks for the quick positive reply. I think adding this ability will improve the program a lot.
duncanperhamParticipantMy first post, I think this software is pretty cool, buggy or not. Anyway, I noticed that the frame rate on the explosions could not be changed? I know I can skip frames etc. I have to get my sprites into a 1024×1024 using allegro 5 (maintains support for older graphic cards), (I do my own sprite sorting by code so I usually get a bit more than what the sprite sheet gives). I would have thought that if I set the explosion to 80 frames, it would have stretched out the animation to 80 frames, or shrunk it to say 20. but its just set at a set number of frames???? Given that If i do 16 frames at 256×256, I can usually squeeze quite a few more frames into my sprite sheet, so I more often than not want a strange number of frames like 21 or 25.
So in a nut shell, why does it not scale the animation?
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