Tween Studio: first public beta
Hello everyone. I’ve been quite busy on my spare time these last weeks, because I really wanted to polish my new application: the Universal Tween Studio.
This new tool lets you easily create very complex and polished animations for your logos, titles, menus or even character animations. Insert keyframes, move them, delete them… all you need to do is to use your mouse!
This is not a standalone tool. The edition window is launched from your own game, and the two will then communicate to load, edit, save and close the animations. Of course, the interesting point is that commenting only one line is sufficient to set the game in play mode. Moreover, if you run it in play mode, the library will be as light as you may imagine, and won’t allocate anything, so there is no extra overhead at all if you use the library !
Of course, you may have guessed, the underlying animation engine is the Universal Tween Engine :)
Want to try it?
- tween-studio-api — The library itself.
- tween-engine-api — The tween engine library (rev 6.1.0, unreleased yet but required).
- libgdx-backend – The already made Editor implementations for LibGDX (modify it to support any other framework).
- tween-studio-api-play-only — The lightweight version of the library with play mode only. Replace the complete lib with this one in your android targets.
- tween-studio-demo — A complete executable demo (with source) of the library.
How to use it
I would only suggest you to download the demo zip file and to have a look at the App.java source code. It’s very simple to configure and spawn the Studio: preload your animation files, register your Editor implementation and your target objects, and that’s all.
About using the edition window itself, I’ll release a user manual, but for now, I would only suggest you to play with it :)
You’re not using libGDX ?
The Tween Studio is as universal as the Tween Engine, so it can be configurated to work with any object of any framework, like the Tween Engine. Everything is based around the Editor abstract class. You need to provide an implementation of this class so the Studio can understand what are the different animatable properties of your objects.
Have a look at the provided libgdx backend. It is made of two important files:
- LibGdxTweenStudioEditor.java: a minimal implementation of the Editor class. Only registers the animatable properties, but it is sufficient to use the Studio.
- LibGdxTweenStudioEditorX.java: a complex implementation of the Editor class. Lets you interact with your objects directly in the game screen, by dragging them for instance. It also displays an overlay.
I need something from you :)
Well, since it’s a beta release, it is very important for me that you report every bug you may encounter, and every suggestion you may have. Thanks a lot, and enjoy it as much as I enjoyed making it!