suggestion:rotation frames

Started by I eat butter, Sun 20/04/2003 00:07:27

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I eat butter

I havn't red the endless ToDo text, but it would be easier if there were rotate, flip, mirror(last time I checked the mirror funckion didn't work as object view), zoom in to bigger then the screen, zoom out to one pixel function in the view editor.
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Pumaman

How useful would rotate actually be?

Mirror is very useful because generally right and left facing frames are identical but opposite. How often are frames similar enough to be able to just be rotated?

Joseph DiPerla

I guess the use of this function would be to rotate a character if he is walking on a wall or on the cieling. But how many games would actually have a character walking on the walls sideways or on the cieling upside down?

Joey
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juncmodule

Hmm...I just thought of a way this could be useful...I have a car and space ship that are moved from a top down view (Think Police Quest). By allowing rotation this could be done with one sprite instead of two or four. I don't think it is a priority, but I suppose in special circumstances it could be useful.

later,
-junc

Pumaman

I'm afraid I'm going to reject this suggestion, for two reasons:

1) it is needed so rarely, doing the rotate manually in a paint program and importing the frames is no big deal

2) rotating a sprite takes extra CPU time, so the different rotations would have to be pre-calculated. The frame mirroring on the other hand dynamically draws the sprites mirrored since it's comparable in speed to drawing them normally.

BlackBaron

Besides, rotated images (in angles other than 90°, 180° and 270°) normally dosnt' look good and need some retouch.
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