In this release we’ve added support for controlling flipbook animations using a cursor property on sprites.
You can also control their playback speed via the playback_rate property.
On HTML5 we’ve also added a more robust retry logic in case the assets are loading over a shaky connection.
We have also fixed an issue where some Facebook dialogs where not properly displayed when using the vanilla engine on Android.
Web
We have added a Project Download option to the Dashboard project list. You can use this functionality to easily download a project to archive it offline or to upload it to another version control service such as GitHub. More on importing into GitHub here (https://www.defold.com/manuals/project-setup/#_adding_the_project_to_github)
Engine
DEF-2249 - Added: Added cursor and playback rate control for flipbook animations.
DEF-3418 - Fixed: Improved retry logic when loading resources for a game in HTML5
DEF-3873 - Fixed: Fixed issue with facebook dialogs not working in non-NE builds.
DEF-3888 - Fixed: Crash when exiting the game in the project without display profiles
DEF-3898 - Fixed: Local push notifications crash
DEF-3896 - Fixed: NE - Added vectormath_aos.h to dmsdk/sdk.h
Editor
DEFEDIT-1614 and DEFEDIT-1642 - Fixed: Very fast keyboard shortcut invocations could occasionally get lost.
DEFEDIT-1627 - Added: The splash screen now indicates release channel and editor revision.
DEFEDIT-1636 - Fixed: Stopped the editor from mistakenly picking up some Java environment variables.
DEFEDIT-1646 - Fixed: Exception when using the Simulate Resolution feature.
DEFEDIT-1650 - Fixed: Overridden vector property fields are no longer black.
It lets you choose which frame of an animation to set the sprite’s animation to in code. So if you do #/total frames you can select a specific frame.
go.set("#sprite", "cursor", 0/30) -- starts animation on first frame
This is useful because if you have say birds with flipbook animations and you want to spawn them on the same engine frame you can set their cursor/offset randomly so that they are not all playing the animation in the same exact way. You could add extra random playback speed to get each bird even more personality.
Previously to get similar effect we had to add multiple animations to the same atlas which started and ended on a different section of animation loops. Now it’s much cleaner.
There are other application as well, such as temporarily setting the animation speed super low for paralysis effects for example.
So the most basic use case I needed it for are the wind affected objects:
Moreover, the speed of a hero in an RPG game could be leveled up, so it’s nice to also increase the framerate of the running animation in parallel with increased movement speed.
Next, I could now check what frame of the animation attack is actually playing and apply some effect then, for example in the frame when the sword hits the mob the mob should play a hurt animation and the damage should be calculated and displayed above the mob, and even some particlefx could be played in that particular moment!
We are going in the direction where we could animate almost anything and it gives developers infinite possibilities! It’s great! Thank you very much!
Awesome, thanks! I know it’s way past time I learned to use gitHub, but messing around with external apps to do this gives me a headeache when all I really need is a convenient way to copy the latest version to a different computer and Defold’s inbuilt tools are good enough for that.
I’ll get there eventually, but until then the download link is going to be really helpful.
It is available in the editor you can download from the Dashboard. If you’re not seeing the new Toggle Assets Pane menu item under the View menu, and you’re not seeing an Update Available notification, you might have ended up on the “stable” release channel. The “stable” release channel currently does not actually mean “more reliable” as you might expect. It only means that you’ll get very infrequent updates to the editor. To get back to frequent releases, you should re-download the editor from the Dashboard. @gianmichele