lucid Posted April 14, 2012 Report Share Posted April 14, 2012 So my first feature request is Rotated collision rectangles can be put in the frame. I was thinking about this, it probably will, though part of the reason for the lack of rotation is for optimization, and ease of implementation. Next up is a productivity improvement Allow a collision area to be attached to an image in an animation, e.g. a sword, then make that collision area appear in the same position relative to that image in every frame in the animation that the image appears in. This then means that as the sword image is moved frame by frame the collision area moves with it (shift, rotate and if image changes size, scale) saving a lot of work in putting the collision area over the sword in every frame. We probably also need a frame level override where the collision area is made local instead and can be edited or even deleted. yes, please stay tuned for my blog post about how the skeletal/hierarchy(2d rigging) will work. It's what you're saying, and more Other collision shapes Triangle (Useful for pointy things. These can be combined to make general polygons if the designer is keen) Circle (If we feel bold with our collision algorithms) less likely before 1.0 than the other things you mentioned, but I definitely see where it'd be useful. We'll come back to this after we get all the basics working. I do wonder about the per frame data though. How will it be exposed to the user? Let's say I want to re-balance all the values in there, will there be a quick way to do this, like editing a text file or tweaking a dopesheet / spreadsheet? Aside from the basic things you can do now, like expand the Sprite in the the Sprites in Frame panel and manually adjust values, and the xml format you can manually edit, we'll be adding conveniences in the editor as time goes on. I don't know if we'll go with the dopesheet or some other route, but the idea will be to maximize power, and ease of use. Dope sheets break things down nicely and absolutely, but if we (Brashmonke/Spriter dev/Spriter animator community) can come up with something more visual and easy to work with, all the better. Quote Link to comment Share on other sites More sharing options...
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