Animation support
Train game » Devlog
A made-up signal serving as a crude animation testbed.
This morning I added animations and playback state. Animation data exists once, and each playback state - i.e. each sprite that is actually playing that set of frames - is just a 'play head' that references the animation data. The state can loop and playback at a different framerate independent of the original animation.
None of this stuff was terribly hard to add, but it will become important in making the world feel alive.
(Creating a test with aseprite also made me realise that an easy enhancement for the future will be to make frame times per frame, rather than a fixed FPS for the entire animation)
Train game
A work-in-progress game probably featuring trains. Not a puzzle game.
Status | In development |
Author | d w roberts |
Tags | Life Simulation, Trains |
More posts
- Train delayed (or cancelled)Nov 04, 2023
- Back on track(s)Jun 01, 2023
- Train yardsApr 23, 2023
- Frame timing hellApr 21, 2023
- Basic object placementApr 15, 2023
- Spline cleanupApr 10, 2023
- NPCs, shops, inventoriesApr 09, 2023
- Basic gameplay milestoneApr 03, 2023
- Invisible technical workApr 02, 2023
- Putting some more thought into artworkMar 26, 2023
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