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Tutorial - 'Animated Map Objects' by exploreRPG

An item about RPGMaker 2000 posted on

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Tutorial demonstrating how to make animated objects in Bryce then import them into Explorations

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This tutorial is going to demonstrate how to make animated objects in bryce and import them into Explorations.



Above is the animated wooden barrel I created in Bryce. The picture shows the first frame of the animation. You will notice near the lower left corner of the Bryce interface a time-line. This is the animation frame control. By simply extending the time line 8 millisecond (8 frames) You can create an animation.



By forwarding the time interface to the last frame. You can move the lid from the top of the barrel to the ground beside it. This screenshot shows how I simply laid the lid along the side of the barrel. Of course I rotated and fine tuned the animation so that the lid lifts off the barrel and slides down along its side perfectly. But for the most part Bryce creates ALL the animation sequence between your START and END frame settings.





When the animation is finished, you render all the frames into a bitmap sequence. You will get 8 frames that look like the above images. You will notice that the images have alot of black space (background) to them. By using the Explorations PowerClip, you can select all 8 frames and cut out only the minimum area within all the frames that captures just the barrel animation.





Above is a sample the final PowerClip frame sequence. You will have 8 frames that will be the perfect size for creating a PicClip animation sequence. Each animation frame will be sized in intervals of 64pixels. This will insure it will fit perfectly on an Explorations map.



You can use the PicClip Express program within Explorations to load all 8 frames and form a PicClip animation. Explorations uses 8 frames as the standard animation sequence for map objects. If you create an animation with 10 frames, Just select 8 of the 10 that smoothly show the animation sequence. But make sure you have the first and last image of the sequence.

*NOTE* Many users who are use to RM2k have the misconception that animations must be an ODD number of frames. This is TOTALLY Wrong. You can make smooth animation in *ANY* number of frames. The above animation uses 8 frames and is has perfectly smooth movement transitions.



When you use the MapObject Importer and select the completed PicClip animation seqence, the Writer will think your are loading a simple 1 frame map object. Above is a screenshot of the barrel animatrion.



By selecting the Animated checkbox the Writer will show only the first frame of the animation. This allows you to import the initial object into the engine.

Just select all the tiles as you would when importing a single frame MapObject. When you have selected all the cells, click the Import Structure button. The object will be imported and the Writer will then select the LAST frame of the sequence.



Repeat the same steps for the last frame of the animation sequence and click the Import Structure button. You will be prompted for the name of each object. Both object can have the same name or you can give the object names to stipulate the position of the barrel. "Barrel (open)" "Barrel (closed). The actual animation PicClip file is copied into your current map directory.


Importing animated objects will append 2 map objects to the MapObject (Doodad) list. The engine maintains both objects and there status so you can toggle between the two.

IN GAME:

When a user walks up to the barrel you can automatically open it with the simple [b]Animate[/b] script command. Or you can force the user to initiate the "Open_Barrel" command before the animation is played. The [b]ResetAnim[/b] command will play the animation in reverse. In either case the engine will find the smooth animated sequence and play it. After the animation is playe the engine will automatically toggle the map to the new object.



Above is an animated GIF to show exactly how the animation will play in game. A perfecly smooth and justified animation that will load perfectly into Explorations. The use of animation object are endless. Traps, secret doors, or anything can be animated in Explorations.

I hope this demo further clarifies some of the more powerful features within Explorations., Thanks for reading..

Explorations Forever!