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  1. Thanks for taking your time to check it out, Lucid. :D The result is good, even in this early stage, I'm looking forward to see this implemented in the future. ;)
  2. Hi Mike, Nice videos, they are very instructive. :D So the problem is that I must clean up the images manually because spriter change them (move, expand, rotate, etc). It makes sense, specially when you are working with low resolution images or creating pixel art. I usually work with vectorial images, it's easy for me to change shapes, strokes, etc. so i tend to forget that rotating a pixel doesn't look as good as rotating a vector, unless you are working in a very high resolution. Hi bwwd, Something like this being integrated in spriter would be awesome :o For now it will be better for me to have just one project, a very high resolution one, and scale down every frame I get from the export option with a image processing software. Thanks for the tips! ;)
  3. Hello Mike, Thanks for the fast reply. I'll do what i can to explain myself, sorry if my english is not accurate. I was confused about dpi, I usually work with prints and now I'm changing my line of work to mobile games, sorry for my misunderstanding. You are right, the dpi data is irrelevant in screens. The problem is that when I export my frames to png in spriter at full size or I resize the project I see a little "blurry" effect on my frames or modules. At first I created my frames directly with art applications (one by one frame animation, old style), and when I switched to spriter I was amazed how easy and intuitive was to create the animations, but unfortunally I also found that the images were not as well defined as they were before with the art program. When I searched for the diference between the original png and the spriter generated png I found that the dpi has been reduced from 300 to 120. I thought that was the problem, my fault :oops: Maybe in order to optimize the images (file size), spriter process them and reduce the image quality a little bit, I don't know. I see a quality diference between art program generated sprites and those spriter create, specially when I work with low resolution images for small screen phones. With Texture Packer I can optimize (lower) the image quality of png, so my guess is that spriter is doing it on it's own. For now I'm resizing the project in spriter, because I have to work with diferent resolutions for diferent screen phones. Then I take the original images of the modules (head, torso, arms, etc...), resize them with an art program, and use them to replace the spriter generated images. This way I can have better quality modules, but exporting to png still reduces the image quality of the frames. However, if I do it this way, the quality of the frames is not as low as the one I get if I use the modules that spriter generate when I resize the project, maybe because it just optimize the files once, not twice (once resizing and then again exporting). I hope Edgar can find a solution for that. Thanks again. :D
  4. Hi everyone, I'm new around here so, first of all, I wanted to say this: Spriter is an incredible software, I really enjoy working with it. Right now I'm making a mobile game with frame by frame animation and I realise something about the export. My modules (pieces of a character) are made in 300dpi resolution or higher, but when I export an animation to png files, I found that Spriter exports them as 120dpi. The same happens when I resize the full project, all the resized modules are saved as 120dpi. Also, I found that exporting to png and resizing at the same time causes some quality issues (frames not being smooth), thats why I need to resize the full project before export to png. But I think this as been reported already, so I guess devs will fix it soon. My questions: Can I change the dpi output somehow? If not: Are there plans to implement that option in future updates? Thanks. Keep it up :D
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