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Katiowa reacted to a post in a topic:
[REVOLUTION] 🎬 ANIMATED EVENTS in Age of History 2! Unlocking the Engine's Hidden Power!
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Lim10 reacted to a post in a topic:
[Cancelled]AoC II: The Kings of Dynasties Download available!!!
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Lim10 reacted to a post in a topic:
Thrones of Ice and Fire - Game of Thrones mod
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- world update
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Katiowa reacted to a post in a topic:
[REVOLUTION] 🎬 ANIMATED EVENTS in Age of History 2! Unlocking the Engine's Hidden Power!
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What's the latest on the update? / Any news about the mobile phone?
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Is this still going?
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- ancient
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Lim10 reacted to a post in a topic:
ANALYTICALENGINE | Custom UIs, Mapmodes, Event Scripting, Modded Multiplayer, and Tooltips
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Lim10 reacted to a post in a topic:
ANALYTICALENGINE | Custom UIs, Mapmodes, Event Scripting, Modded Multiplayer, and Tooltips
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Lim10 reacted to a post in a topic:
ANALYTICALENGINE | Custom UIs, Mapmodes, Event Scripting, Modded Multiplayer, and Tooltips
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Lim10 reacted to a post in a topic:
GAME OF THRONES | New Mod
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Lim10 reacted to a post in a topic:
Earth Huge - Alpha v0.2 "Big Apple" released!
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Lim10 reacted to a post in a topic:
Age Of History II — Epochs of Antiquity
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WHAAAAAAAAAAAAAAAAAAAAAT!? IS THIS F*CKING REAL? The community is dead, but dont let this mod die. Pleaseee!
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Ellerine sağlık hocam
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türkiye Nasıldolardüşer/Dollarwhofall
Democracy_Gamer replied to Democracy_Gamer's topic in Scenarios - Offtopic
very bad scenario -
Democracy_Gamer started following Aryan
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Democracy_Gamer started following The New Order - 1.1.0.3
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ah sorry pal, i'd like to but i can't change my name
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hello, can we talk on discord or something like that? i'd like to use this on my mod and i'd like ur permission for it
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- analyticalengine
- game engine
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bulbanoof changed their profile photo
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Earth Huge - Alpha v0.2 "Big Apple" released!
Beter Griffin replied to Beter Griffin's topic in Offtopic
I got bored in Greenland but I'm making sure to add at least something to the map every single day, meaning progress is, at worst, glacial, not zero.- 136 replies
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Earth Huge - Alpha v0.2 "Big Apple" released!
daniiiiiii replied to Beter Griffin's topic in Offtopic
welp, all i can say is DEAD MOD- 136 replies
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Hello Programmers, Comrades and Modders! For years, we have been creating scenarios and events restricted to static images. We add a picture of a war, and it just sits there. A picture of a nuclear explosion? Static. But not anymore. I have been digging into the source code and I realized something crucial: Age of History 2 runs on LibGDX. Why does this matter? Because LibGDX natively supports complex animations via TextureAtlas and Animation classes. The code was always there, sleeping inside the game engine, just waiting for someone to wake it up. I have successfully implemented fully animated, looping events without breaking the original game compatibility. 🚀 What I Achieved I modified the Menu_InGame_Event.java class. The logic is simple but powerful: When the game tries to load an event picture (e.g., war.png), my code first checks if a .atlas file exists with that name (e.g., war.atlas). If it exists: It ignores the static image and loads the SpriteSheet using the Atlas, creating a smooth loop animation. If it doesn't exist: It falls back to the default code, loading the static .png or .jpg just like the vanilla game. This means you can have animated events and static events in the same scenario without any bugs! // Logic inside Menu_InGame_Event Constructor String sEventRawName = CFG.eventsManager.getEvent(EVENT_ID).getEventPicture(); String sBaseName = sEventRawName; // remove extension logic... // Check if the .atlas exists if (Gdx.files.internal("UI/events/" + sBaseName + ".atlas").exists()) { // Load the Atlas and create the Animation this.modAtlas = new TextureAtlas(Gdx.files.internal("UI/events/" + sBaseName + ".atlas")); Array<AtlasRegion> regions = this.modAtlas.findRegions(sBaseName); this.modAnimation = new Animation(0.15f, regions, Animation.PlayMode.LOOP); this.isAnimatedEvent = true; } The Rendering (The Draw Method): We use stateTime (delta time) to calculate which frame to show: In the draw() method, instead of drawing the static Image object, you use the stateTime (delta time) to get the current frame from your Animation and draw it using the SpriteBatch. // Inside the draw() method if (this.isAnimatedEvent && this.modAnimation != null) { this.stateTime += Gdx.graphics.getDeltaTime(); TextureRegion currentFrame = this.modAnimation.getKeyFrame(this.stateTime, true); // Draw the current frame oSB.draw(currentFrame, x, y, width, height); // Force the game to keep rendering (otherwise it pauses on static screens) CFG.setRender_3(true); } 📂 How to make your own Animations You don't need to be a coder to use this once the code is in the game. You just need: A SpriteSheet: A PNG containing all frames of your animation. An .atlas file: This maps the frames. You can generate this using GDX Texture Packer (Use the Legacy settings/version, this is crucial!). Place both in UI/events/. I am attaching an example (SoldierRunning.atlas and SoldierRunning.png) so you can test it yourselves. 🌟 The Future Imagine the possibilities: Events with soldiers actually marching. Nuclear explosions that animate. Flags waving in the event wind. News tickers scrolling. The engine was always capable of this; we just had to write the lines to let it speak! Although I used it for events, it's more than that and can be used in any other contexts or images! I am not releasing my file, not because I wanna lock knowledge, it's because I think it's simple to people to do, and because my code is full of nonsense (like superevents, etc) I will send a .gif file showing the use of it (what I achieved!) Download the example files below! SoldierRunning.atlas (first and last line are blank.) file: SoldierRunning.png size: 2048, 2048 format: RGBA8888 filter: Nearest, Nearest repeat: none SoldierRunning rotate: false xy: 2, 1478 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 7 SoldierRunning rotate: false xy: 2, 1109 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 14 SoldierRunning rotate: false xy: 502, 1478 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 19 SoldierRunning rotate: false xy: 2, 740 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 4 SoldierRunning rotate: false xy: 502, 1109 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 11 SoldierRunning rotate: false xy: 1002, 1478 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 9 SoldierRunning rotate: false xy: 2, 371 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 16 SoldierRunning rotate: false xy: 502, 740 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 1 SoldierRunning rotate: false xy: 1002, 1109 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 6 SoldierRunning rotate: false xy: 1502, 1478 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 13 SoldierRunning rotate: false xy: 2, 2 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 18 SoldierRunning rotate: false xy: 502, 371 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 3 SoldierRunning rotate: false xy: 1002, 740 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 10 SoldierRunning rotate: false xy: 1502, 1109 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 8 SoldierRunning rotate: false xy: 502, 2 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 15 SoldierRunning rotate: false xy: 1002, 371 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 5 SoldierRunning rotate: false xy: 1502, 740 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 12 SoldierRunning rotate: false xy: 1002, 2 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 17 SoldierRunning rotate: false xy: 1502, 371 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 2 Let's modernize Age of History 2!
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No, you are fake.
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Thanks
- Earlier
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wdym? that's literally how you do it
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Xjento started following Yo I'm back
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Fake