I polished the animations of Simon, the dog and the farmer (some follow-through here and there, some arm movements, ...) and exported them to PNG's. Then transformed each action to one texture by means of the Animation Texturizer tool (see yesterday's post). And finally tested how they look in the game!
Processing the farmer's attack animation takes 3 minutes and uses all memory and 1 CPU core. Image processing is indeed very hungry on resources!
As you can see it soups up one of my two cores and gradually takes all memory. This is quite obvious since 48 HDTV (1920x1080) files are processed pixel-by-pixel and are stitched to each other at the end... I could use some of the parallellism features of .NET 4.0 and some additional cores too :) The result of all that processing is:
Tomorrow and friday I will be working on:
- A solution for animation textures that are bigger than 2048x2048 pixels. Yes indeed, the farmer's attack animation takes 2048x3167 pixels. There is already a solution for background textures, so I'll probably use the same solution.
- Process the other figures: bull, crow and level boss.
- And put them somewhere in the game.
- Implement the AI for all those nice guys
- AI sounds cool, but in fact every figure will have 1 .NET associated class with all intelligence built in :)
- Implement a jump action
- The jump animation is ready, the jump physics are ready, ... but they don't like each other for the moment. So, I'll have to finetune... Additionally, the jump animation will need to expose events that state if the jump is starting or ending.
- Implement a shoot action
- The shoot animation is ready, but there is still the need for some 'projectile' functionality.
- Implement a HUD (heads up display)
- The HUD will be used to show the health
- Background design
- Some houses should be added to the background layer, and the background should look more 'spooky'. I think that Photoshop will help here... :)
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