additive animation and additive skin swaps missing in creature2d
Posted: Fri Sep 29, 2017 11:52 pm
Right now creature 2d seems to have two very big limitations in two of the core features.
1. Character maps in creature2d are static- meaning that the runtime can only load a predetermined collection of visible body parts.#
Let me explain what I mean.. lets say that in your game your character is wearing a top armor and a bottom armor- in the game the player equips a new top armor (containing its own set of parts and animation frames), but keeps the bottom armor. To implement that in creature2d, you would need to manually create all possible combinations of top and bottom armors, because there is no way to tell the run time to swap out only the top half armor part or only a specific set of body parts that the armor is made of with another set. You can only give it instruction on the entire character- what to show and hide.
https://www.youtube.com/watch?v=2NW6FMxlPHA
Compare that to the much more flexible system in spriter, and it becomes very obvious which one is better in this
https://www.youtube.com/watch?v=xSkVu5tMcdc
To summarize:
In spriter you can apply multiple character maps on the character and combine as many as you want to. In creature2d- you can only apply one
Spriter lets you to set hidden,set ignored,and assign specific replacements.A character map is a set of instructions that can affect only a specific set of body parts. Creature2d only lets you set to show/hide and put a name on it- a skin swap is a set of instructions that always affect ALL of the body parts. It is very basic and limited in that way
2. Additive animation
Lets say that your game is a run and gun and you need to make your character play a shooting animation on the top half of the body, while the bottom half is running or idle. How do you do that in creature2d? The runtime doesnt seem to allow to do additive animation.You can only play one animation on the entire character.
In contrast spriter lets you play a second animation on top of a running one and have all the bones that have keyframes on them in the second animation overwrite the actions in the first animation - or blend on top
1. Character maps in creature2d are static- meaning that the runtime can only load a predetermined collection of visible body parts.#
Let me explain what I mean.. lets say that in your game your character is wearing a top armor and a bottom armor- in the game the player equips a new top armor (containing its own set of parts and animation frames), but keeps the bottom armor. To implement that in creature2d, you would need to manually create all possible combinations of top and bottom armors, because there is no way to tell the run time to swap out only the top half armor part or only a specific set of body parts that the armor is made of with another set. You can only give it instruction on the entire character- what to show and hide.
https://www.youtube.com/watch?v=2NW6FMxlPHA
Compare that to the much more flexible system in spriter, and it becomes very obvious which one is better in this
https://www.youtube.com/watch?v=xSkVu5tMcdc
To summarize:
In spriter you can apply multiple character maps on the character and combine as many as you want to. In creature2d- you can only apply one
Spriter lets you to set hidden,set ignored,and assign specific replacements.A character map is a set of instructions that can affect only a specific set of body parts. Creature2d only lets you set to show/hide and put a name on it- a skin swap is a set of instructions that always affect ALL of the body parts. It is very basic and limited in that way
2. Additive animation
Lets say that your game is a run and gun and you need to make your character play a shooting animation on the top half of the body, while the bottom half is running or idle. How do you do that in creature2d? The runtime doesnt seem to allow to do additive animation.You can only play one animation on the entire character.
In contrast spriter lets you play a second animation on top of a running one and have all the bones that have keyframes on them in the second animation overwrite the actions in the first animation - or blend on top