2d Sprite Animations without using XNA or other third-party libraries

WiiMaxx picture WiiMaxx · Apr 19, 2013 · Viewed 15.4k times · Source

I want to create a simple game, similar to what can be created with RPG Maker. What I am primarily looking for at the moment is a tutorial which can guide me on how to accomplish it without using XNA or any other specific library.

The ideal would be a step-by-step tutorial or a good, easy-to-understand example.

My goal is to do it on my own, and come to an understanding of how the overall process works with regards to animation elements relating to one another.

I've already built a simple snake game in the past using a simple tutorial, but there was no movement animation in it and that's the primary thing I'm wanting to learn next.

Edit:

All of the tutorials I have found so far use third-party libraries. I did come across this link, but I'm looking for something which doesn't include XNA.

Answer

Troy Alford picture Troy Alford · Apr 24, 2013

There are a number of ways to approach the topic you're describing. I'm going to give a bit of an overview, and then hopefully provide some resources which can give you examples to get you started.

Essentially, sprite-based animations revolve around having a series of similar images which, when displayed sequentially, create the appearance of motion, similar to a flip-book.

The trick is to understand when your sprite is moving (and therefore should be animated) - and when it is standing still (and therefore should not be animated). In other words - assuming that your game's character is only supposed to move while you hold , , or , you need to detect when one of those keys starts and stops being pressed, so that you can start/stop your animation accordingly.

Imagine that for simplicity, you only have 2 sprites. The first (left, below) represents your character standing still, and the second represents your character mid-step (right, below):

Mario

When the button is not pressed, you simply continually display the first image. When the button is pressed, you toggle between the two every x milliseconds (depending on how fast you want the animation to appear).

An animated .gif is one format in which you can contain a series of simple image frames, which are intended to be displayed as a series (and therefore create the illusion of animation). If you were to create your sprites using this format, you could use code similar to that found in this SO discussion, which provides some example code for how to use C# to animate an animated .gif and control its start/stop.

Alternatively, if you wanted to use a sprite file (like the one I included above), you could use something similar to this CodeProject code, which focuses on GDI interaction with the Windows environment in order to extract and paint a portion of the sprite onto a target canvas. By repainting every x milliseconds (as mentioned above), this can provide the same effect.

A few things to keep in mind:

You'll need to handle transparency in your sprites (the Mario sprite above, as an example, has a transparent background) - so that the background of your game environment shows through. If using GDI - this all has to do with how you call the painting methods. If using an animated .gif - the method to use depends on how you display it on your window.

For some additional resources / examples / references, check out the following resources:

And for Sprite development: