Hullo guys!
I've got a question about the sprite manager, mainly about replacing existing images in there to update views with new gfx.
It's pretty much a speed thing. Basically, the issue is we have a huge bunch of frames for our characters, walk cycles, poses etc, and trying to be economical, since I can well see us running well over 600 animations in the game, we are storing several animations in single views. (For example the pose loop, talking in that pose loop, transition in and out in a single view) since we're using an external plug-in to drive these. The problem comes when, for example today, we moved the doctor's belt down a pixel in all his anims, which meant replacing all his sprites in the sprite manager, and obviously in all the views. This would be a cinch if we were using single views per animation, as we could just "assign sprites to view" them across in one fell swoop.
However, since we're sharing several anims per view, this is not possible. The only alternative is to either import all the gfx again and reconstruct the views, or to "import over this sprite" each sprite individually, which on numerous long anims takes a fair amount of time.
I understand this is most probably a bit too specialised to be a realistic request for AGS, but if anyone could suggest any faster methods it would be much appreciated!
Cheers!
L&B
There is already an outstanding feature request to have the sprite manager remember the filename that each sprite was imported from -- if this was implemented, you would be able to just right-click the sprites and do "update from source" or something.
Oooohh, that would be funkerific :D
/crosses fingers and patiently waits (and makes excuses to not update main character's walkcycles :D)
Cheers for the info CJ! :D