Hi guys,
I would really want to use animations in my latest game. The animations will be used over the whole scene, so importing fullscreen frames, as a frame animation is not an option, since it will make the game very big and potentially create lag. My goal is to create animated sprites like birds, randomly flying around in the background or adding waves to water in the background etc.
So what I want is to move sprites all over the scene randomly or following paths, with easing and stuff. I guess I could use the tween behaviour in some way , but using a visual tool or pre made animations from greensock would be great. Just needing a small object (like a single png, a small png sequence or a sprite sheet) and moving it around with animation code. Can I import such javascript animations? Can I create animations with greensock and import them in GDevelop?
Well, you’re supposed to import the sequence of png files, and animate them inside GDevelop.
GDevelop handles javascript, but I don’t know if it will handle whole animations. If you know how to work with javascript, feel free to try.
Thanks Gruk. We have made some tests and it seems like GDevelop supports a limited JavaScript library that is built in (mostly actions that you find anyway, within GDev) . You can’t import other libraries such as Greensock. I don’t know why, but it would be great if one could do that. Also it would be great with a timeline animation tool that support tweens, keyframes, animation curves etc. But I guess that should be posted in the feature forum.
I think you can import libraries by pasting their code inside GDevelop, but you can’t just write “import x”.
But I don’t use js, so don’t ask me for details.
Easier to do your animation work outside GDevelop and import them ready to use, if you ask me.
Actually we tried to past the complete code into the JavaScript window, but GDevelop won’t play the game if we do that. We even tried to paste specific JavaScript commands with the same result. The problem with animating outside GDevelop is that animations get big if they are suppost to cover the entire scene, and they cant be interactive. Anyways, I guess I will have to live with this limitation or try to animate with the built in actions.
Well, there’s a number of topics on how to use JS inside GDevelop. If you’ve never done that before, I suggest you take a good look at them. And there’s probably one or two example projects as well.
But yeah, I think you should prepare your animation sprites outside GD, and do the animating inside GDevelop.
If cursor is on butterfly, change animation to …, or tween position to…, or whatnot.