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Trumgottist

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Everything posted by Trumgottist

  1. Will that include a Mac build? (I'm just curious - I'm not far along with my game yet to really start using Spriter yet. I'm still putting things together with placeholder graphics.)
  2. You can search the forum better by using Google. Just add site:brashmonkey.com to your search query.
  3. I'm not sure what it is that you're trying to do, but there's most likely a better way to do that than with GIFs. You do know that you can preview an animation in the program, right? That's pretty much the point of it. Maybe I'm misunderstanding you, though.
  4. Your focus on stability and code optimisation is appreciated. It's very much a good thing that you're not afraid to adjust the schedule to do these things. (Assuming of course, that it'll give the expected result.) Happy new year! (I plan for 2013 to be the year where I add Spriter support to my engine, and start using it properly.)
  5. To me, it seems like the easiest solution to your problem is to have your engine support your old format in addition to Spriter. That way you can keep using your old animations, and make new ones with Spriter. (If I understand you correctly, it seems that the difference between your system and Spriter is too big to easily convert between them.)
  6. Photoshop is sort of the standard, and good, but it's also quite expensive. You may want to try The Gimp (which is free). It's very capable, but I personally dislike its interface (it may have improved lately, though - I haven't looked at it in a few years). Paint Shop Pro is a good budget alternative. (Again, I haven't tried the latest version, but I used it for years before I got PS.)
  7. I agree! Adding a toggle would just make things more complicated for everyone. I suppose someone may have use for that in the interface, but it doesn't belong in the file format.
  8. A good thing about the current setup is that it means one less intermediate format. I can save as PNG from Photoshop (or whatever) and use those files directly from both Spriter and the game engine. That saves a lot of space on my development hard drive, instead of having the same images in yet another format. (It'll be in at least three versions anyway - the original file, the PNG and the final game file.)
  9. Maybe I'm misunderstanding you, but I don't like the idea of full paths. That would create problems for those of us who work on the same project on different computers. In my case also different operating systems, so an image path "C:\myGame\man.png" isn't even legal on my Mac. Any path must be relative to the file. I also don't like the idea of stripping the file of information - it's not as if it'll add any significant size and it's good to have if you're sharing resources or whatever. If you want to get rid of stuff, you can always do that in an importer for your game engine. EDIT: See VictorT's post below for what I was trying to say. ;)
  10. And of course, right after I made my post I found this: viewtopic.php?f=2&t=421
  11. Hi, I'm a developer of the SLUDGE adventure game engine. I only heard about Spriter a few hours ago, so I don't know much about it yet, but you've certainly caught my interest. I haven't found any information on what's required to put Spriter support in a game engine - is this because I haven't looked in the right place yet, or because that information isn't publicly available?
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