Thanks for sharing.
I am interested in cocos and in the process of building good tutorials, so maybe my opinions are way too detailed and long. Also, I'm not a tutorial specialist :), so feel free to disagree with anything I say.
Tutorial Style criticism:
1. State explicitly the problem you will address: maybe 'How to show a character either by a single image or a continuous loop animation with cocos library'.
2. Eliminate distractions: being the tutorial in the cocos-discuss pages, you can assume the readers have cocos, pyglet and python. Also, include all the relevant files in one zip or tgz, with a link to them ( the zip is a one step operation, while pointers to a bazar repo would require navigating the repo and multiple downloads, or potentially install bazar, lookup for the bzr sintax. Also, the repo contents can go out of sync with the tutorial).
You can upload files to cocos-discuss space from the page
Incidentally,
quote:
end quote
misses one parrot frame
and
quote:
You can copy and paste from this page, or get the code and images from Launchpad:
python code:
tutorials/animation-00/animate.py
end quote
That file animate.py has the problems:
is not the same code you show in the tutorial
it depends on additional code ( import MouseInteraction )
Content criticism:
The code presented seems adequate when you have a character that don't need to change animation sequences, like a cloud (non animated) moving in the sky, a tree moving in the wind (continuous loop), a top down view of a bird patrolling between three points( continuous loop plus move/rotate ).
But the example names points more to a state-driven animation ( 'still', 'flapping' ), for which the code presented is not particularly fit.
I would left the state-driven animation to a second tutorial, thus changing the example to fit the simpler cases.
Also, I think it would be easier for the reader to have a complete working script to look ( the actual script has a 'to be replaced' line, the eyes must go up - down - up to see how it works )
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claxo