Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (715)
Games in Android Showcase (214)
games submitted by our members
Games in WIP (788)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1]
1  Java Game APIs & Engines / Java 2D / Re: Standard 2D animation solutions? on: 2013-08-01 20:09:42
I do appreciate the response. But honestly, it's like you didn't even read my OP. There's gotta be ways to do more complex and higher-quality animations than spritesheets, doesn't there?
2  Java Game APIs & Engines / Java 2D / Standard 2D animation solutions? on: 2013-07-31 13:04:29
Hi guys! First time poster, but long time lurker. My question is about what standard solutions are used for animation in the world of 2d Java game programming.

The obvious first answer (I assume...?) is frame-based animation via sprite sheets. I'm sure you guys know all about this without me having to say much more - flip through the different images to create the animation: run1.png, run2.png, etc.

Now I don't think this solution is appropriate for my project, unfortunately. My friend (artist) and I (programmer) are creating a 2D game with hopefully more complex images and animations. The images are sized in the range of 500 to 1000ish pixels in each dimension. We want this to provide high resolution graphics and the ability to do things like zoom in & out. In addition, our animations have like 60-80 frames in them sometimes. Loading each image separately is taking way too long (like 15+ seconds for what will probably be like 1/1000 of all the images in the game). We've tried making spritesheets, but this seems pointless since we sometimes can only fit a few images in each dimension with a maximum texture size of only a couple thousand pixels in each dimension.

So I was thinking there must be more scalable, standardized solutions that games with a bit higher graphics must be using? I mean the spritesheets I assumed worked great for games like Super Mario Brothers, but are games these days only still using that? If it helps, my artist uses After Effects to create the animations. Another important consideration is ease of implementing with a Java game engine. We started with Slick, but are currently trying to migrate over to LibGDX because it seems a little bit more full-blown and powerful. But I'm willing to try out whatever you guys think would suit us best.

Thanks in advance.
Pages: [1]
CopyableCougar4 (198 views)
2017-03-24 15:39:42

theagentd (180 views)
2017-03-24 15:32:08

Rule (238 views)
2017-03-19 12:43:22

Rule (222 views)
2017-03-19 12:42:17

Rule (227 views)
2017-03-19 12:36:21

theagentd (245 views)
2017-03-16 05:07:07

theagentd (242 views)
2017-03-15 22:37:06

theagentd (177 views)
2017-03-15 22:32:18

theagentd (171 views)
2017-03-15 22:31:11

ral0r2 (165 views)
2017-03-03 11:52:41
List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05

SF/X Libraries
by SkyAphid
2017-03-02 06:38:56

SF/X Libraries
by SkyAphid
2017-03-02 06:38:32

SF/X Libraries
by SkyAphid
2017-03-02 06:38:05

SF/X Libraries
by SkyAphid
2017-03-02 06:37:51 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!