Jump to content
Spriter Forums

Trumgottist

Members
  • Posts

    87
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Trumgottist

  1. 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.

    it can save a lot of time when just trying some animation (for those who sux like me)

    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.

  2. 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.)

  3. 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.)

  4. I don't think that's a good idea.

    1. [*:2ula6szi]It's something the artist shouldn't have to worry about.
      [*:2ula6szi]It just makes importing more complicated - why should the importer support both CW and CCW?

    I get the feeling that people just want to use the data from the file with no preprocessing whatsoever (see also: supposed inability to interpolate colors in the current format) - I don't think that's the way to go. The file format can't just have the right values for everybody - or we'd also need an options for radians instead of degrees and so on.

    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.

  5. 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.)

  6. This would mean a simple list of images with full paths.

    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. ;)

  7. 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?

×
×
  • Create New...