Hello! This website doesn't really support IE that well... might I suggest you give Firefox a try?
Viewing Posts in Category: Tools »
David Carrigg
We all love using Lua to write custom scripts for our game objects, and we also love using Notepad++ to edit those scripts. It basically has everything you'd want in a text editor, plus some.

Image

After hunting on the internet for a bit, we realized that there wasn't a good Lua language file for Notepad++ (at least, we couldn't find one). So we decided to take a little bit of time and create a Lua language file which supports the auto complete feature of Notepad++.

Using this you'll get awesome dropdown boxes as you type built in Lua functions. It'll also show you what parameters you can pass into the functions, as well as the documentation for them.

DOWNLOAD IT HERE!

To use it, follow these steps:
1. Download the LuaLangFile.zip from the link above
2. Extract the lua.xml file into the Notepad++ installation directory, under plugins/APIs. (For me this is in C:\Program Files (x86)\Notepad++\plugins\APIs)
3. Open up Notepad++, and go into Settings->Preferences. Under the Backup/Auto-Completion tab, make sure to check "Enable auto-completion on each input", as well as "Function parameters hint on input"

There are a few issues with it at the moment. Firstly, every function is listed as returning void. I couldn't really come up with a good solution to functions which could return different types of data, so I left them all as is. Second, the descriptions for functions with a "." in them (like, math.abs) don't show up. I'm not exactly sure why this is.

If anyone else wants to add to the language file, feel free to post new revisions here or send us an email at info@retroaffect.com as we'll post updates here in the blog.

Happy Scripting!
Tags:
Peter Jones
It's relatively unknown that Photoshop houses tools for animation. They're not exactly top of the line, but for anyone that already "has" Photoshop, it certainly gets the job done. Since it's a pretty big topic, I'll split into three separate posts. Today will be your introduction to the animation pane and all its function. The next part will walk you through your first animation, and the last will build on the second, teaching slightly more advanced practices.

Image

A few assumptions: all that's required is some experience in Photoshop, and a very basic knowledge of animation. This tutorial is intended for the independent developer/fledging animator who wants to improve their games with moving pictures! This is certainly not the end all, be all of introductions/tutorials. If you have experience with the animation tool, share your tips in the comment section!

Let's get started...

Photoshop's Animation tool works by controlling the opacity, location and style of each layer depending on time. This tool is split into two modes, Timeline and Frame.

Image
Timeline works somewhat like Flash animation whereas you edit each layer's individual timeline. In Timeline, you can also utlize onion skinning, a function that faintly shows the frames around your current frame. This makes for smoother animations.

Image
Frame is less complicated and a bit more approachable. Think of it like a Post-It Note pad. Each frame represents one page of the pad. In my opinion, this translates well into game development, since we think in frames anyways. Though you loose the onion skin function, you can move in between frames easily. For instance, I've mapped my next/previous frame to buttons on my tablet.

Key
Image
Image
A. Frame - Each square represents a single frame of the animation. Here, you can edit, move or delete frames. You can also change how long a frame is displayed for. Shift click to select many layers, or Ctrl click to select multiple, specific layers.
B. Play Mode - Options for playing the animation. Play once, play forever, or play for a set number of loops.
C. Controls - These are your typical video controls. Return to the first frame; previous frame; play; next frame.
D. Tween - Automatically transitions between two frames for a predetermined number of frames. Can't say I've utilized this too much, but it could be useful for blocking.
E. Create a New Frame - Creates a new frame.
F. Delete Frame - Plants an apple tree.
G. Mode - Toggles between Timeline and Frame.
H. Options - Contains various options for the animation pane. One option to note is Match Layer Across Frames. This takes your current frame and layer, and copies that layer's position, opacity and style across all other frames.

That's it! Consider yourself introduced. Within the next week, I'll post a tutorial that walks through a full animation, best practices and all. Any questions?
Tags:
Peter Jones
It's that time again! The time where we open our tool box for a little show and tell...and share. This time around, it's an image packer. An "image atlas packer" is a short script that takes numerous small images and places them nicely into one large image. For game development, it saves space, reduces loading times and keeps your image files organized. Our friends over at Wolfire have a wonderful blog post explaining them a bit more thoroughly.

Image

While there are numerous packers that can be found online, our difficulty was in finding any that could handle large numbers of images in multiple directories. Thus, our own atlas packer was born!

As is, our little script will start in the base directory and load all the .PNGs into an atlas. If that atlas is filled, it creates a new one. Then, it will try fitting the rest of the images in all previous atlases before finding a spot in the new one. That way, each atlas is packed as tight as possible. Atlases are named based on the folder that their images are from.

Below, I'll walk you through how to get it working and how to change its settings.
Click "read more" to get started!

Peter Jones
I attended the Boston IGDA Chapter meeting last night (known as the Boston Postmortem). It was great to see such a large group of enthusiastic developers (which later informed, was the smallest group they've seen in awhile).

Image
Chris Allen from Infared5 presented their new SDK, Brass Monkey. With it, mobile devices, laptops, desktops, anything with a Wi-Fi connection can connect and exchange events. He demoed a pretty cool Star Wars game with an iPhone as a controller, and a drawing application with multiple phones connecting and interacting. A pretty interesting tool for any game developers out there. I encourage you to check it out at their website. Nothing is released yet, but Chris did mention an "Indie" price point for studios with 5 people or less.

Any developers out there should check out GameLoop too, a smaller, more intimate conference in Boston.
Peter Jones
Helloooo readers (and fellow animators)!

After a bit of searching, we couldn't seem to find a complete way to go from a framed animation in Adobe Photoshop to an ideally packed sprite sheet. Lo and behold, the RA Animation Exporter for Adobe Photoshop was born and we'd like to share it with the animating world. Download it now!

Image
From a PSD...

Image
...to a PNG sprite sheet


Click "Read More" to learn more...

Other Info

Retro Affect LLC
28 Lang Street
Meredith NH 03253
info@retroaffect.com

Find Something

Follow us on Twitter
Look at us on Flickr
Watch us on YouTube
Friend us on Facebook