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FPSC Classic Product Chat / Synch Sprite animation and Audio?

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Tobias_Ripper
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Posted: 24th Jun 2013 23:47
I have a little sprite animation made in After effects and it is synched to a complex sound effect mix which I want to keep as one file.

Which speed does FPS Creator playback the sprite animations so that I would export the animations accordingly from after effects and avoid sound and sprite de-synch?

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
Wolf
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Posted: 16th Jul 2013 14:25
Did you save it as a standart 16*16decal or did you use a custom shader to make it have more frames? (you can also have videotextures...never used them myself though)
If so its either set in the shader or... I dont know how to regulate the speed of a decal. It never came up for me.

On a sidenote:
Tobias, concidering you are a new member with probably some cool ideas: Stuff like this comes up in the polishing/ beta phase of a project. Is the rest of your game visually good enough to warrant you focusing on such a selective thing? Setting priorities can be key to a project either failing or suceeding.

http://www.serygalacaffeine.com
Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
Tobias_Ripper
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Posted: 17th Jul 2013 05:11
Thanks for an advice, The animated sprites are actually a very big part of my game project which is why I am searching on proper technique of integrating sprite animation to stay in sync with the sounds-capes.

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
Wolf
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Posted: 17th Jul 2013 15:54
I see! So its not just an elaborate explosion?

If you dont want to make your idea public, you can E-mail me about it, maybe I can help.

If you are planning on doing a sprite shooter ala doom, I'd not say that it is the best idea to do that in FPSC. I'm sure it can be done to some level but the result will be less compelling as the original.

http://www.serygalacaffeine.com
Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
Tobias_Ripper
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Posted: 17th Jul 2013 20:33
well in simplified terms, imagine an animated sprite as a mini movie (just hypothetically) that has audio dialog in it. What at what frame rate does FPSC play sprites?

This will tell me the frame rate of a movie export and thus maintain sync of the movie sprite and its audio.

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
Wolf
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Posted: 21st Jul 2013 10:57
Quote: "What at what frame rate does FPSC play sprites?
"


A sprite in FPSC has only 16 images. 4*4
I doubt you can do your thing with that. At what rate it plays these, I don't know.
There is no sprite system that goes beyond this.

However! You can realize your idea with a custom shader that allows you to play more elaborate sprites. Bond1 sells it with the Metro theater Modelpack.

It includes sprites that play at a rate of 15 and 25 fps. You can set it in the shader "float framespersec = 25; //speed of animation in frames per second"

You do however have to export it as a texture. (the frames side by side) and not a video.

but: there is also a new thing called videotexture which might just do what you plan to do. Rolfy is the only one on here I know of actually using it though.

I hope this helps in some way! Good luck!



-Wolf

http://www.serygalacaffeine.com
There is nothing outside of yourself that can ever enable you to get stronger. Everything is within. Everything exists. Seek nothing outside of yourself.
The Zombie Killer
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Location: Gold Coast, Australia
Posted: 21st Jul 2013 11:06
@Wolf
Quote: "There is no sprite system that goes beyond this."

Looks like something I should add to the community mod.

-TZK

Wolf
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Posted: 21st Jul 2013 11:45
Agreed! I'd really like to have smoohter fire effects in spyra.

http://www.serygalacaffeine.com
There is nothing outside of yourself that can ever enable you to get stronger. Everything is within. Everything exists. Seek nothing outside of yourself.
The Zombie Killer
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Posted: 21st Jul 2013 11:53 Edited at: 21st Jul 2013 11:55
@Wolf
It actually seems really easy to do!
I can just add a flag to decalspec.txt.

The code for reference:
I don't know where this is in the official source code, but it's on line 48 of FPSC-Decal.dba for the Community Mod source:



What we're interested in is:


I just make a flag that modifies those two and voila! It should (hopefully) work.

EDIT: It seems this feature is actually already there, there are two flags in decalspec: across and down. See if changing these works for you

-TZK

Wolf
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Posted: 21st Jul 2013 11:56
Sounds great!!

Maybe having it "across 4" and down "16" would allow us to make really smooth effects

http://www.serygalacaffeine.com
There is nothing outside of yourself that can ever enable you to get stronger. Everything is within. Everything exists. Seek nothing outside of yourself.
The Zombie Killer
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Posted: 21st Jul 2013 11:58 Edited at: 21st Jul 2013 12:04
@Wolf
Yeah! I'm gonna check if making it smaller affects the stock decals (eg, bugs out the fire decal), since I don't feel like creating a decal with more frames.

By doing something like this:


EDIT: Well I'll be damned, it works!

-TZK

The Zombie Killer
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Posted: 21st Jul 2013 12:18 Edited at: 21st Jul 2013 12:27
Sorry for the double post, but here's some proof that it works.
What you see is the "fire" decal all bugged out because it only has half the frames that it needs to animate. Sadly, a "speed" feature for decals doesn't exist, so I'll have to put that into the community mod.
EDIT: It seems that a "speed" feature actually does exist. For some reason it is called "lifeincrement" in it's entity properties window. 100 is full speed, 50 is half, 200 is double, etc.



-TZK

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rolfy
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Posted: 21st Jul 2013 16:39 Edited at: 21st Jul 2013 20:00
Bond1 released a free Atlas walk shader some time ago which plays sprite animations on any surface, used it myself to create the shadow room which simulated dynamic moving shadows from a swinging light by applying it to all objects in the scene. It can also be easily adapted to explosive decals etc.
Sprite shader.
http://forum.thegamecreators.com/?m=forum_view&t=170127&b=24
Shadow room.
http://forum.thegamecreators.com/?m=forum_view&t=176447&b=21

This shader will easily play a 64 frame sprite sheet and you can set the playback speed, although the shader in the post uses a mask it can easily be adapted to cover an entire surface and with a little additional tweaking an alpha channel can be added.


I have no idea why no one has increased the decal playback in FPSC before as it seems a must do, there must be some reason or maybe its not just not been thought of. May have been in Project Blue, but cant say for sure.

With the introduction of particles which use animated decals it is possible to increase the decal playback frames and I reckon this is when 'lifeincrement' setting has also been introduced, If you were to tinker with a single particle emmission and set to no directional movement it might be possible, just a theory I haven't looked at too closely as the sprite shader does it just fine
Tobias_Ripper
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Posted: 21st Jul 2013 18:09
Some nice work done in screenshots. Going to release a trailer for my project soon over here.

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
rolfy
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Posted: 21st Jul 2013 19:15 Edited at: 21st Jul 2013 19:59
You could use videotexture which would enure audio synch but if you want to use transparency then its not possible.
Triggering audio at same time as sprite is not possible with shader method as the anim starts playing when the level is loaded even if you spawn it later.
It can be done with decal though as playback is triggered from start frame when it appears.

FPSC framerate is 25fps.
s4real
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Posted: 21st Jul 2013 21:04 Edited at: 21st Jul 2013 21:05
Quote: "You could use videotexture which would enure audio synch but if you want to use transparency then its not possible."


This is in fact not 100% right you can have transparency with video textures using shaders.

Check out starmind 001 video textures here to see them in action.
http://forum.thegamecreators.com/?m=forum_view&t=203299&b=24

The reason that video textures where added so you could do more things what you wanting to do like in this thread.

Sprites use up to much memory so you be better to do the videotexture way.

best s4real

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rolfy
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Posted: 23rd Jul 2013 23:52
I really should pay more attention to what others are up to around here

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