Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: stuh505 on Mon 07/03/2005 00:55:55

Title: Sprite import suggestion
Post by: stuh505 on Mon 07/03/2005 00:55:55
How about allow .avi files to be used for sprite import for animations?

I have found it extremely difficult to manage sprite loops that involve tons of frames...I can't see the difference between them and if I import 1 frame in the wrong order, then I've got to start all over...it's also not nice having folders filled up with so many sprites.
Title: Re: Sprite import suggestion
Post by: scotch on Mon 07/03/2005 04:54:59
I think this would be quite nice, AGS has animated gif import, but that limits you to 256 colours per sequence... if AVI support would be hard at least the ability to import a numbered sequence of images would be nice.  That might be better, in fact, considering AVI doesn't support alpha channels (afaik), and many people's sprites use them.
Title: Re: Sprite import suggestion
Post by: stuh505 on Mon 07/03/2005 05:56:23
Oh yeah, alpha channels are a must...I work all in 32-bit.

But numbered sprite imports would be fine...anything so that once I got it into AGS I could treat it as 1 package rather than getting mixed up with all the individual frames. 
Title: Re: Sprite import suggestion
Post by: strazer on Mon 07/03/2005 06:01:55
http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=328
http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=400
Title: Re: Sprite import suggestion
Post by: stuh505 on Mon 07/03/2005 14:33:47
Strazer,

While that feature would be handy, that is not really encompassing what I'm asking for.

I'm asking for the entire group of sprites in an animation to be treated as 1 unit within AGS.  I don't care of the background implementation is exactly the same...as long as I see it as 1 unit so that I can't mix up the order of the sprites. 

So instead of loading up 10 frames in a loop for an animation, I would choose one of these animation units, I could also very easily then switch from one animation to another without unload realoading a million images.
Title: Re: Sprite import suggestion
Post by: scotch on Mon 07/03/2005 14:42:36
Perhaps a feature that imports a sequence of images into the sprite manager and also puts them into an animation loop would work best.
Title: Re: Sprite import suggestion
Post by: MrColossal on Mon 07/03/2005 18:09:32
or have a way for AGS to use sprite sheets like these:

(http://sylpher.com/kafka/junk/filmstrip.gif)

All images are put into a filmstrip and each frame I planned out to be 20 pixels high by 30 pixels wide and the engine at run time cuts the images up and places them into an animation.

But then it would be awkward to snag certain frames from certain views but who knows...

Actually, nevermind, that would be dumb and annoying...
Title: Re: Sprite import suggestion
Post by: stuh505 on Mon 07/03/2005 18:17:50
Hmm. Ã, 

Yes, that would be good...but I don't think that would really get at the problem. Ã, It still does not treat the frames in an animation as one object that can be easily moved around; what if I wanted to copy this loop from one animation to another place. Ã, Etc.

I think the better solution would be to make a separate "Loop" editor...in which the sprites are loaded into discrete little packets called "loops". Ã, The loops could be named with aliases (or in keeping with the standard AGS methodology they could just be given numbers).

And now, it would be nice if you could then load up an entire folder/numbered-order of sprites to be treated as a loop (and the sprites would all be automatically loaded and composed into a loop which could later be assigned to any animation(s) )

In the sprite editor, you would then select one of the loops that you have made...and the loop would automatically fill up with the sprites from the loop you chose...but unloading or switching to a different loop would be a simple matter of changing the source loop, and not having to fuss with the indivudal frames anymore.
Title: Re: Sprite import suggestion
Post by: RickJ on Mon 07/03/2005 19:07:39
Well why not just ask that AGS support MNG files as it does GIF files?

http://www.libpng.org/pub/mng/
Title: Re: Sprite import suggestion
Post by: Pumaman on Mon 07/03/2005 19:35:40
Ok, I think I get what you're asking for -- basically to seperate out loops from views, so that you create individual loops made up of sprites, and then create views using the loops you created.

This is an interesting idea, though it would change the way that AGS supports animations and has the potential to confuse people -- so I guess the question is whether people think it would be a good idea or would prefer to stick with the current system.
Title: Re: Sprite import suggestion
Post by: stuh505 on Mon 07/03/2005 21:41:28
QuoteThis is an interesting idea, though it would change the way that AGS supports animations and has the potential to confuse people -- so I guess the question is whether people think it would be a good idea or would prefer to stick with the current system.

The way I suggested it would not necessarily have to change the way that AGS supports animations.

The animation editor could be kept exactly the same, with the simple addition of a button next to each loop where a pre-made loop could be loaded.

Loading a loop would automatically put each sprite in the loop into the animation loop. 

This way, users could choose to do things the exact same way that they have been doing them all along and ignore the new Loop Editor if they wanted to.
Title: Re: Sprite import suggestion
Post by: MrColossal on Mon 07/03/2005 22:09:16
now, since I just found out about it myself, do you know about "assign to view"?

Select a bunch of frames of animation in the sprite manager and then right click and choose assign to view.

Does this help?
Title: Re: Sprite import suggestion
Post by: stuh505 on Mon 07/03/2005 22:30:12
That does help, thank you.  The request still stands though  :)