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Age of History

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  • Open Club  ·  4 members

    Türk AOC2 Oyuncularını Bir Araya Toplamak İçin Kurulmuş Olan bir Grup ! Üyelerimize Yardım etmek ve Desteklemek için her zaman açığız !

  • Open Club  ·  2 members

    This club hasn't provided a description.

  • Open Club  ·  4 members

    یک کلوپ برای تمام ایرانی هایی که این بازی رو انجام می دن

  • Public Club

    This club hasn't provided a description.
  • Open Club  ·  2 members

    A place you can suggest scenarios for me to do and more

  • Open Club  ·  14 members

    Klub pro všechny České a Slovenské hráče. :-)

  • Public Club

    Goood Club
  • Closed Club  ·  1 member

    Here I need some people to be helping me with my mod "Le Conquérant" Message me if you want to join the team. it's currently only me.

  • Closed Club  ·  1 member

    This group is for people designed to play very well AOC2, if you want to join i need some images of some of your great games (they must be on harde or higher). If you enter, congrats, you're a veteran now.

  • Closed Club  ·  3 members

    €€€€

  • Open Club  ·  5 members

    This club is for anyone! Feel free to join, in this club we can talk about anything, but please use English!

  • Open Club  ·  2 members

    be free to join

  • Open Club  ·  14 members

    Embaixada Brasileira no Age of Civilizations II Para todos os Falantes de Português, mas principalmente os Brasileiros

  • Open Club  ·  1 member

    Club for fans of The German Divide.

  • Open Club  ·  5 members

    Lukasz has been quiet toward the community we must make him talk

  • Open Club  ·  3 members

    Yeni ve iyi

  • Open Club  ·  3 members

    who want make intersting idea u can write it to my dis acc ukraine#3900

  • Open Club  ·  4 members

    We here don't hate Jews but do communists.

  • Open Club  ·  1 member

    In this club, we want people, who have ideas for better future of this game!

  • Open Club  ·  1 member

    h

  • Open Club  ·  4 members

    Everyone is welcome

  • Open Club  ·  2 members

    We <3 Łukasz! Full support to him and his games (most especially AOC2)

  • Open Club  ·  1 member

    Mu club
  • Public Club

    u can post without joining in here
  • Topics

  • Posts

    • 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.
    • 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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