Muster my Monsters: Procedural Animations Model

One of the most important aspects of Muster my Monsters is the animation system. Muster my Monsters is a semi-interactive game in the sense that you do not control directly the characters in the game but chose the actions they will execute. In some sense, it is like choosing the cinematic sequences that will be played in a while.

Muster my Monsters is a social/party game featuring terribly horrible and ridiculously weird fighting-monsters.

So, the quality of those cinematic sequences is critical. They need to be very visually appealing and, most important, they need to communicate the state of the game precisely to the player.

Muster my Monsters’ basic rules are similar to the rock-paper-scissors game, but in MmM we have ruder actions: Attack wins Mock, Mock wins Dodge and Dodge wins Attack. And this is called “balance”.

Chuck, Muster my Monsters' character

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Exporting Flash Animations to Cocos2d Actions

Exporting Flash animations to cocos2d actions is a topic that has been in my mind since some months ago. Spritesheets based animations are very limited in terms of sprites size and frame rate. The more frames you have, the more memory you consume. And the bigger the sprites, the more memory you need as well.

However, actually, memory usage has not been an issue in the projects I have worked so far. So, exporting Flash animations to cocos2d is a task that I have been procrastinating… till now.

Exporting Flash Animations to Cocos2d Actions

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