News - Tuesday 30th August 2005 - 10:42pm

Morpheme announces its 'Bodybag' skeleton engine
Morpheme announces its 'Bodybag' skeleton engine
Morpheme Wireless announces it's unique 'Bodybag' skeleton engine. The studio is at the forefront of pushing the boundaries of mobile gaming development and is well recognised for its creative and technical achievements in this field.

Blazing Fists first title to demonstrate 'Bodybag.'


London, UK.


BAFTA winner and Develop Awards nominee, Morpheme

Wireless announces it's unique 'Bodybag' skeleton engine. The studio is at

the forefront of pushing the boundaries of mobile gaming development and is well

recognised for its creative and technical achievements in this field. The 'Bodybag'

engine can be seen in action in the stunning new beat-em-up Blazing Fists.




Matt Spall, Managing Director and co-founder of Morpheme Wireless commented, "Morpheme

has been planning to add a fighting game engine to its roster for a long time

now, but we found the limitation imposed on graphic size a real inhibitor to gameplay

- the Bodybag engine has now not only given us a very viable platform for fun

fighting games, it's opened up a whole range of opportunities for games with

skeletal based characters - human or otherwise"


Not only has the team developed an animation engine that requires minimal space

in the code, Morpheme has also been able to make the Bodybag visually impressive.

Blazing Fists includes fighters, which are two-thirds the height of the screen,

irrespective of the device, all with their own very distinct appearance (e.g.

a robot, a gorilla, a praying mantis).


Most commonly used methods revolve around the use of animated sprites, but the

more detailed and complex the requirement, the more frames of animation and space

in the code is required.


To tackle this problem, Morpheme Wireless developed an engine that made use of

characters composed of separate body parts - head, torso and limbs; each frame

of animation drawn at particular coordinates - with the advantage of being able

to fit an enormous number of different frames of animation into memory - far more

than if each frame was represented as a sprite.


Morpheme's 'BodyBag' Engine offers greater flexibility. Its most useful feature

is the ability to procedurally interpolate between animation frames. The nature

of the engine allows the team to animate large amounts of movement using very

limited memory and simple scripting.


At the heart of the engine is a 'skeleton' built out of 2-dimensional vectors.

Key frames, where the skeleton is in a particular position are stored, and the

nodes (at the ends of the vectors) are able to move from position to position

over a number of frames. As only key frames need to be defined, and interpolate

the intermediate ones, much smoother animation is obtained for (almost) free.


The scripting of moves is very simple, each move is comprised of a small set of

adjustable values which dictate the destination and length of the animation as

well as setting which body part will make the move. By having such a simple script

structure, not only can moves be generated and adjusted quickly, but anyone in

the development team can create the animations - in the case of Blazing Fists,

all the

animations were created by the artist and designer.


Catch up with Morpheme's new lineup at Games Market Europe, Business Design Centre,

London, 31st Aug - 1st Sept 2005 & TIGA Content Market at GDCE, Café

Royal, Piccadilly, London 31st Aug & 1st Sept.




About Morpheme Wireless Ltd.

Formed in 1999 and based in London, England, Morpheme Wireless (www.morphemewireless.com)

is one of the worlds leading developers of cell-phone based entertainment products.

Recent releases include the BAFTA winning Bluetooth BiPlanes, Phantom Mansion

Origins and Balloon Headed Boy with his 32 levels of rubberised madness, and in

its guise as developer, Morpheme has developed The Fast and The Furious for I-Play,

Poker Million: Texas Hold'em for Player One and The London Tube map for Transport

for London. In addition to its current portfolio of games Morpheme developed and

maintains MorphMark, a revolutionary benchmarking application that in 2005 will

see a substantially improved public release making it the definitive system for

testing application performance of Java handsets.

By: Midlet Review
 
 
 

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