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 PiccoloAnimatore  by civic71
PiccoloAnimatore
 
Data : 2017-10-15
 
PiccoloAnimatore v1 (Small Animation Studio) is a small free, amateur program with which you can create animations.
Made with GMS 1.99, it can export animations in both the format. PNG of each frame that as a code to be incorporated then into a project for GameMakerStudio.

PiccoloAnimatore v1 ( Small Animation Studio ) è un piccolo programma gratuito, amatoriale , con il quale potete creare delle animazioni.
Realizzato con GMS 1.99 , può esportare le animazioni sia nel formato .PNG di ogni frame che come codice da inglobare poi in un progetto per GameMakerStudio.

In questa versione non vengono utilizzate delle mash ma solo degli sprite ( immagini nel formato.png ) e quindi il risultato può non essere soddisfacente.

Il programma è fornito, senza qualsiasi garanzia espressa o implicita. Utilizzando questo programma voi accettate che in nessun caso , l' autore possa essere giudicato responsabile per eventuali danni in seguito all uso di questo software. Potete utilizzare gratuitamente questo mio tool, per creare animazioni da inserire nei vostri progetti free ed a pagamento. Non siete obbligati a citare l'autore ne il nome del programma, ma nel caso lo vogliate fare , basterà aggiungere l'url di questa stessa pagina web.

PiccoloAnimatore.exe è in "work in progress", ogni qualvolta lo avvierete verrà controllato online se vi è una nuova versione disponibile per il donwload.
 
Avviando il programma verrà impostata la lingua in base a quella del vostro PC , fra quelle disponibili :
This version does not use mash but only sprites (images in. png format) and therefore the result may not be satisfactory.

The program is provided without any express or implied warranties. By using this program you agree that under no circumstances, the author may be held liable for any damages as a result of the use of this software. You can use my free tool to create animations to insert in your free and paid projects. You are not obliged to mention the author or the name of the program, but if you want to do it, just add the URL of this same Web page.

PiccoloAnimatore.exe is in "Work in progress", whenever the You will be checked online if there is a new version available for the donwload.

Starting the program will set the language according to that of your PC, among those available :
  • inglese (default )
  • italiano

Size :2.90MB

 

 

N° donwload : 6

Clicca qui per scaricare il gioco


 

 

 

MANUAL   PiccoloAnimatore

START


First we create a character using programs like Inkscape , a small example : Now we export all its parts ( head, body, arm, forearm, foot and sword ) in PNG format with measurements of 256x256px ( although in this case, the body is 512x512px ). I recommend creating the images in the vertical sense ( as I did with the sword, arm and forearm ).


MENU

Now we start PiccoloAnimatore and press SPACE to access the Menù.
Here we click the button to create a new project.
Assegnamogli a name not too long ( otherwise it will be automatically shortened ) and confirm by pressing OK, the corresponding button will be created. Then we click the latter, or we press the corresponding number to continue. Otherwise, clicking it with the right mouse button will delete it ( thus deleting the whole project ).

Buttons

The buttons can have more functions depending on the mouse button with which they are clicked.
Some contain dots :    
  • 1 dot means that they can only be clicked with the left mouse button.
  • 2 dots means that you can click both the right and left buttons;
  • 3 dots means that they can also be clicked with the middle button;
  • If a yellow triangle is depicted, additional functions will be activated by simultaneously pressing the SHIFT.
Press F11 to see which keys, the keyboard, can be used instead of the mouse ( not for all functions ) .

TOP   BAR

PiccoloAnimatore is composed mainly of 6 steps in the top buttons :
  1.   :   Upload images;
  2.   :   creating the Skeleton;
  3.   :   give the skeleton bones the desired image;
  4.   :   creating and naming a new animation ;
  5.   :   create the animation;
  6.   :   exporting the animation;
In addition there are 3 more buttons :
  •   :   to return to the Menu;
  •   :   hover over it with your mouse to see the functions with the keyboard. Click it and press OK to access this same online page;
  •   :   to close the program.

ADD IMG

After clicking the button of our project, we will access here, where we are going to upload our images.PNG ( Max 18 ) :
  • We select a box with the mouse and Click.
  • We select a box through the directional arrows LEFT and RIGHT and then press ENTER.
Open the dialog to upload your image : After uploading an image, holding down SHIFTand pressing the directional arrows we could move it.
The yellow dot in the middle of the box corresponds to the origin of the sprite and the animation at the point of rotation ( not to be confused with the point of rotation of the bone ).
Below the box is the name of the uploaded image and its origins.

SKELETON

After importing all the images of our character, we can move on to the next step: the creation of the skeleton.
At the beginning there is already a 1° green bone, which is called "Root".
All bones except the "Root" can be lengthened, rotated, named, added and erased. Green Bone : to change a bone you must first select it ( green color ) .
To select a bone :
  • click;
  • click the button with left or right mouse button.
  • use the keys PageUp and PageDown.
To rotate a green bone :
  • click the button with left or right mouse button.
    Holding down SHIFT the rotation will occur slowly.
  • Press the key G and the arrow UP or DOWN
  • Use the mouse wheel.
To lengthen a green bone :
  • click the button with left or right mouse button.
    Holding down SHIFT Its downsizing has slower.
  • press Q and the arrow UP or DOWN
To rename a green bone :
  • click the button with the left mouse button.
  • press N

    This will open a dialog where you can enter a name.
    It is very useful to rename a bone, with what it will be to represent :
    • Head
    • right arm
    • left arm
    • ecc... .
To clear a green bone :
  • click the button with the right mouse button.
  • press Del ( Canc ).
To add a new bone to a green bone :
  • click the latter with the right mouse button;
  • click the button with the left mouse button;
  • press SPACE .
Fathers and Sons :
A bone may have a maximum of 5 bones added to it ( these are called children ).
A bone can have a maximum of 10 fathers starting from the "Root".
If you exceed these 2 rules, you will be notified by a message.

When you have completed your skeleton always remember to save :
  • click the button
  • press U .

TEXTURE

Here assign an image to each selected bone ( green color ).
First we activate the display of the image, only for the desired bones ( in fact not all the bones need to display an image ).
Then we have to set the right image for each bone.
Then change the other parameters: depth, size, position and more. To display the bones above, below or none :
  • click the button 1/3.
  • press B .

To enable the display of the Textura :
  • click the button .
  • press T .

    This will display the first image, the n° 0 .
To set the desired Textura ( between a maximum of 18 ) :
  • click the button .
  • press C and the arrow UP or DOWN
To set the depth of the image ( to place one picture behind another ) :
  • click the button .
  • press D and the arrow UP or DOWN
To rotate the image :
  • click the button .
    Holding down SHIFT the rotation will occur slowly.
  • press R and the arrow UP or DOWN
To scale the image :
  • click the button or .
    Holding down SHIFT the scale will occur slowly.
  • press S and the arrow UP or DOWN to scale it horizontal.
  • press A and the arrow UP or DOWN to scale it vertically.
To position the image :
  • click the button or .
    Holding down SHIFT changing the position will be slow.
  • press X and the arrow UP or DOWN to move it horizontal.
  • press Y and the arrow UP or DOWN to move it vertically.
To darken the image :
  • click the button .
    Holding down SHIFT the color change will take place slowly.
When you have completed your skeleton always remember to save :
  • click the button
  • press U .

SEQUENCE

Well now we create a sequence ( maximum 15 sequence ) :
  • click the button
  • press ENTER .
Assign a name ( not too long otherwise it will be shortened ) and pressing OK.
The corresponding button will be created on the right.
Then click the latter or press the sequence number, to access its animation. Otherwise, clicking it with the right mouse key will delete it.

ANIMATION

To start an animation select a frame, by clicking on it
( or by pressing LEFT or RIGHT ), among those in the frame bar below.
Then select a bone (it will be green), then use the various buttons to rotate it or change the Textura.
Done This click the red button with the yellow key, to momentarily save the changes for that frame.
Repeat this in each frame you want.
At the end, save all the changes you made...
  • click the button
  • press U .

  RED   BUTTON  

In addition to some buttons already present on SKELETON and TEXTURE, here we will also find some new red buttons :

Advancing or backwards the animation :
  • click the button with left or right mouse button.
  • press LEFT or RIGHT .
  • press also SHIFT will frames per frame animations.
Increase or decrease the total number of frames :
  • click the button with left or right mouse button.
  • press F to increase frames.
  • press V to decrease frames.
Momentary saving of a frame :
  • click the button .
  • press ENTER .
Rotate the Textura and simultaneously the bones of the children :
  • click the button with left or right mouse button.
  • press V and the arrow UP or DOWN

  FUNCTION   LERP  

To facilitate and speed up the animation we will use the functions LERP.
To do this it is sufficient to save the changes of just 2 frames, considering them as well as the first and last frame of the animation.

For example, in the image below the frame number 0 has a bone saved with a rotation of 90 degrees, while in frame Number 10 the same bone is saved with a rotation of 270 degrees.

Then by clicking the number 0 frame, with the right mouse key and dragging it to the right up to frame Number 10, a blue triangle is created and a red one between which you can activate the LERP function :
Click the button or press L , to open the dialogue with all its functions : Now press the number 1 on the keyboard, so that the LERP function related to the rotation of the bones is applied. assigning to all frames between 0 and 10 a new progressive rotation from 90 up to 270 degrees.

As you can see in the picture above the functions LERP are 7 and activate press its number.

We see every single function :
  1. Rotation of the bone in the counterclockwise direction
    ( if you hold also SHIFT the rotation is in the clockwise direction );
    For a bone previously rotated by the button , or through the buttons G or H, or via the mouse wheel.



  2. Rotation of the Textura, counterclockwise
    ( if you hold also SHIFT the rotation is in the clockwise direction );
    For the Textura previously rotated by the button , or with R.
    For the Textura previously rotated by the button ,in this case also the bones of the children will be rotated.



  3. Scale X : to scale the Textura in the sense horizontal;
  4. Scale Y : to scale the Textura in the sense vertically ;
  5. Scale X and Y : to scale the Textura in the sense horizontal e vertically ;

  6. Position X : to change the position of the Textura in the direction horizontal ;
  7. Position Y : to change the position of the Textura in the direction vertically ;

EXPORT

In the export we can export our animation in the image format. PNG is as a code to embed in a project created with GameMakerStudio 1.4 or 1.9 , although it should also work on GMS 2, but I have not tested it. Here we will find several buttons, we see their functions :

Advance or backward the animation :
  • click the button with left or right mouse button.
  • press LEFT or RIGHT .
  • press also SHIFT will frames per frame animations.
Export images of one or all frames :
  • click the button with the left mouse button to export a picture of the current frame, or press with the right mouse button to export an image for each frame of this animation.
  • press E to export a picture of the current frame.
  • press M to export an image for each frame of this animation.
Resize the project ( the size will also be exported in the code for GMS ) :
  • click the button with left or right mouse button.
  • press R and the arrow UP or DOWN .
The width of the background rectangle ( the width of the image to export ).
  • click the button with left or right mouse button.
  • press W and the arrow UP or DOWN .
The height of the background rectangle ( the height of the image to export ).
  • click the button with left or right mouse button.
  • press H and the arrow UP or DOWN .
Background ( the background color of the image to be exported ). I recommend selecting a color that is not already included in the project sprites, so that if you would like to make the background transparent on GMS, this will be easier :
  • click the button with left or right mouse button.
  • press B and the arrow UP or DOWN .
X Horizontal position of the project ( ideal for exporting the image ) :
  • click the button with left or right mouse button.
  • press X and the arrow UP or DOWN .
  • press also SHIFT for small displacements.
Y Vertical position of the project ( ideal for exporting the image ) :
  • click the button with left or right mouse button.
  • press Y and the arrow UP or DOWN .
  • press also SHIFT for small displacements.
Open the folder that contains all the project files ( Local ) :
  • click the button .
  • press F .
Animation speed ( bottom ) :
  • Adjust the speed of the press + or - .
    It will not be saved in the code for GameMakerStudio.
Pixel ( by Simple_Shader_Examples1. Gmez ) : this function allows you to change the amount of pixels.You can then export the pixellate images of the project. This function will not be embedded in the code for GameMakerStudio.
  • click the button with left or right mouse button.
  • press J and the arrow UP or DOWN .
Game Maker Export ( Export the code to use in GameMakerStudio ) :
  • click the button .
  • press K .

DEMO.gmx       v3 ( 11/11/2017 )

For now the code has been tested positively on WINDOWS10 and HTML5, while it has not been tested on Android or anything else.
  • The scripts and objects were updated;
  • Sped up loading;
  • You can insert multiple objects that use the same sprites and folder as the included files;
  • An object can have multiple different sprites;
  • Sprites will no longer be loaded between the inluded files but as normal sprites and the origins will be updated;
  • In the room it is still not possible to add more instances of the same object, but I hope to succeed in a possible new version 4.
download demo.gmx (720 KB)
The character MiniHero is created with designed by Freepik but edited and animated by civic71 :Kids vector created by Freepik

EXEMPLE   ( 11/11/2017 )

For now the code has been tested positively on WINDOWS10 and HTML5, while it has not been tested on Android or anything else.
Remember that you can place only one instance in the room for each object that uses the PiccoloAnimatore code.
The objects must be set with visibility=false;
To use the animation code on GameMakerStudio, you must :
  1. Download and add to your project.gmx scripts folder this script GML ( 6 kb) ( Click with the right mouse button and save ).
    Compounds so :
    • PA_INI_VAR
    • PA_ADD
    • PA_LOAD_ANIMATION
    • PA_PLAY_ANIMATION
    • PA_RESET_ANIMATION
    • PA_STEP
    • PA_DRAW
  2. Create a 32x32 pixel Sprite with its origins at its center and name it "spr_root".

  3. Create an object with name "PA_BONE" to which :
    • Assign them the Sprite "spr_root";
    • Setting visibility = false;
    • In his alarm[0] write : PA_ADD();
    • In his Step you write : PA_STEP();
    • In his Draw you write : PA_DRAW();
  4. In the "included Files" we create a folder with the same name as the project.

    • We include in it the 2 files.txt of the code :
      PA_Project.txt ( The project file )
      PA_GMS_NameAnimation.txt ( The animation file), you can include multiple files.txt of animations.
  5. We import each project image into the Sprites folder and name it by leaving the number that identifies them at the end.
    For example so :
    • spr_Hero0
    • spr_Hero1
    • spr_Hero2
    • spr_Hero3
    • spr_Hero4
    • spr_Hero5
  6. We create an object with the same name as the project.
    • Set as the child of the object PA_Bone ;

    • In its Create event we write the code so :
      PA_INI_VAR(' spr_Hero ', 1 ,' Hero ');
      • 'spr_Hero' is the name of the sprite without the ending number;
      • 1 is the total of animations;
      • 'Hero' is the name of its folder in the included files;
    • Again in Create event write code to load animations :
      PA_LOAD_ANIMATION( 1 ,' NameAnimation ');  
       PA_LOAD_ANIMATION( 2 ,' NameAnimation_2 ');  
       PA_LOAD_ANIMATION( 3 ,' NameAnimation_3 ');
      • 1 Is the number of the animation;
      • 'NameAnimation' is the name of the animations;
    • In the "Press Left" or "Press Right" event, we write the code :
      PA_PLAY_ANIMATION(3,'NameAnimation',59,0.2, false);
      • 3 Is the number of the animation;
      • 'NameAnimation' is the name of the animations
      • 59 is the number of animations frames;
      • 0.2 is the speed of the animations;
      • true or false Direction of animations;
  7. Add this Macros Default : PA_maxFrame=60;

Movement   in   the   Game

In a game programmed with GMS, you can enter in the room, only an instance of an animated object with the code created with PiccoloAnimatore .
More instance of the same object will give error.
This because the object will in turn create an instance for each of its bones ( children ), which will refer to it ( father ).
 
So to move all these instances that form a single character, you must refer only to the first instance, using IdBone == 1:

 
// Event Left
if (idBone==1){ x+=1; }
Post Any questions in the gmitalia forum, or send me a message on Twitter at @gamequiz_tk .

 

 

 

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PiccoloAnimatore Projects :


Download the new projects :
Extract the folder and move it to
"C:\Users\yourname\AppData\Local\Project_Animazioni\"
( change yourname with the name of your PC ).
Then open PiccoloAnimatore and create a new project (on the menu), with the name of the folder.


Scarica i nuovi progetti :
Estrai la cartella e spostala su :
"C:\Users\yourname\AppData\Local\Project_Animazioni\"
( modifica yourname con il nome del tuo pc ).
Poi apri PiccoloAnimatore e crea un nuovo progetto ( su Menù ), con il nome della cartella.



  1. Samus ( 109 kb)
     
  2. Three ( 106 kb)
     
  3. Chicken ( 57 kb)

 

 

 

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