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Coriiander

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  1. Hey Mike, Thank you for the quick reply, and especially for the provided link - quite useful! I'll be keeping an eye out to it. As for the DNA Framework, there's nothing much public I can provide. I can explain the goal though, and why we're interested in Spriter. It's a work in progress by myself and 2 others - we're not a company, just indies (well professionals, but we do this aside in our own time). The aim is to provide a framework (API and tools) to aid in the development of portable SHMUPs - as mentioned. As portability has top priority, the API is being developed in plain C, therefor making it easy to port and have language bindings for it (e.g. C++, C#, Java, LUA). We currently have a basic sprite system in place - simply texture atlas-based animation. Multi-sprite models can exist through means of parent/child-nodes in the scene manager. While it suffices for the time being, it is not yet ideal - multi-sprite models should simply be more self-contained and self-driven. Work on it continues during this year. In the meanwhile I was looking around for existing spriting tools and APIs. I came across Spriter - quite impressive. Now, as we will be working on the internal spriting system, it would be great if we could do it in such a way that support for Spriter-material is possible. Availability of the data format would be great for that. If the data format and useability fits in with our design and requirements, we may designate Spriter as the sprite format of choice. Though there's other options as well. Well, as said, I'll be keeping an eye out to the progress. Good luck! /|\ Coriiander /|\
  2. We're interested in implementing the Spriter-format into the importer pipeline of our DNA Framework (a framework geared towards development of arcade SHMUPS in the style of Gradius V, Ikaruga, etc.). This will however not be possible for as long as there is no decent C API, OR a document providing a correct specification of the (data) format so we can write our own API.
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