Hello there fellow Wesnothians, especially those with artistic skills and ambitions!
I have been a huge fan of Battle for Wesnoth for some time already. I think it is a wonderful game with a cool fantasy theme, great playability value and some beautiful art. Since I like it so much, I have decided to support the Wesnoth cause, and help out the community by making a (hopefully) useful application that I would like to announce now: Wesnoth Anima.
As its name may suggest, this little tool is an animation editor for Wesnoth. As such it is destined to work with the CFG files that contain the animation data - animation sets, frame length, frame images etc. It has been under silent development for some time now, and finally it is already stable and functional enough to be worthy a public release, to my mind. So, without further ado...
That's how it looks on Windows:
...and on MacOS:Things Anima can do right now:
-Open the unit config files with animation data
-Preview the animations at various speeds, also in a loop
-Preview the animations with different team coloring and over different backgrounds
-Edit the length of a frame and the image used
-Jump directly to the selected animation
-Add/Remove frames to/from an animation
-Add/Remove entire animations
-Save out a (very) crude WML file with the animation data
Currently, the tool is in the beta stage, and it cannot handle the more complex config structures (see below), but this will hopefully change with time. Things that are planned for a future release:
-Support for the alpha transparency
-Support for [if] statements
-Support for [offset] parameteres
-Exporting animations as animated gifs
I attach archives which contain the binaries for Win32 and MacOSX, as well as the program's source code for Linux platforms (it works fine there too). A quick apology to the Mac users: Anima does not have a proper application bundle as of yet, so it will launch a terminal window with it, I'm sorry for that.Minor things to keep in mind:
(just so you know)
-Animation preview playback uses a naive rendering loop, that will eat up your CPU resources. I know about this and I'm working on changing it to something more efficient.
-Changing a frame image filepath to something longer than the longest existing path will not (yet) automatically resize the column to fit the new content. This must be done manually at the moment.
-During animation playback, resizing of the program's window is blocked, to avoid drawing artifacts. When the animation stops, resizing is possible again.
I hope the artistic wing of BfW will find this a useful tool. As I am not an artist myself, further development of this tool is strongly dependent on the feedback that I will get from the community. I am open to bug reports, suggestions and comments, so don't hesitate and share what you think of it, or what features you would like to see in it