Calling all frameworks and sprite systems...

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skn3

Hey,

Im developing an atlas/object/animation application and after a tweet on Twitter somone mentioned that I should look at supporting GLBasic. I have never used GLBasic before but I am very interested in supproting it.

Are there any framework/sprite system developers that have a speciffic atlas, sprite or animation file format you would like supported in my app?

Does GlBasic have any built in support for atlassheets?

Please let me know and I will try and add support for it.

http://www.skn3.com/about (contact details are here)

Here are a few screenshots from my development:
http://www.skn3.com/junk/delistack/objecty/objecty-screenshot14.png
http://www.skn3.com/junk/delistack/objecty/objecty-screenshot20.png
http://www.skn3.com/junk/delistack/objecty/objecty-screenshot22.png

Thanks,

Jon

MrTAToad

There is a 2D and 3D entity system.

Never heard of atlassheets, so I very, very much doubt it...  :P

caffeinekid

I believe it's a large texture/image with all your sprites and animations on taking up the smallest memory footprint they can and all being in one place so that the platform your code is running on doesn't have to keep swapping images/textures in and out of graphics memory?

In GLBasic terms I guess it would be like having a second index like when you load an anim, but being able to have frames of different sizes all on the same sprite sheet.


skn3

Yeah caffeinekid is right, it's a way of packing your image data into single a texture. I probably called it by the wrong name as I have noticed that people tend to have different names: textureatlas, spritesheet, atlassheet, imagestrip, etc

Could you possibly explain the second index thing ? Im assuming I would have to write an exporter that generated GLBasic code as opposed to say an xml data file with coordinates in it?

Minion

Ive been using single sprite sheets for a while now, but manualy placing all sprites (and writing the cords down on a piece of paper ... how old school is that ?). Anything that gives me the ability to put all my sprites onto a single sheet and keep track of all cords so I can use them in-code would be no end of help for me ;)

Kitty Hello

For 2D there's LOADANIM/DRAWANIM, when the sprite sheet has fixed sizes per frame.

Minion

Quote from: Kitty Hello on 2011-Sep-26
For 2D there's LOADANIM/DRAWANIM, when the sprite sheet has fixed sizes per frame.

Thats OK if you have spritestripes/sheets for you anims, but ive started using a single sheet for everything I do now (its the only way I can get away with a single STARTPOLY/ENDPOLY per frame ;) )

MrTAToad

#7
I haven't yet found a (decent) sprite sheet generator that imports sprites and then exports the coordinates of each sprite in a INI as opposed to a wretched XML file.

Hmmm...  =D

spicypixel

Hiya skn3, You may remember me from the Blitz forums as Zerosynapse :) Good to see you here bud.
http://www.spicypixel.net | http://www.facebook.com/SpicyPixel.NET

Comps Owned - ZX.81, ZX.48K, ZX.128K+2, Vic20, C64, Atari-ST, A500.600.1200, PC, Apple Mini-Mac.

skn3

Hey Zero.. or ..Spicey, yes I do remember you, how are you doing :) ? Are you a GLBasic person these days then?

So from my understanding so far If I were to add a generic "ini" exporter that would be helpful?
And possibly a solution directy for BlitzGL that outputs code perhaps?


MrTAToad

Quote from: Ocean on 2011-Sep-26
Quote from: MrTAToad on 2011-Sep-26
I haven't yet found a (decent) sprite sheet generator that imports sprites and then exports the coordinates of each sprite in a INI as opposed to a wretched XML file.

Hmmm...  =D

Check out this thread:  http://www.glbasic.com/forum/index.php?topic=6935.msg56281#msg56281
Looks good - would be worth trying

bigtunacan

As Ocean mentioned there are a couple of recent posts related to this. Slydog wrote a texture atlas loader for DarkFunction and I've written one for Texture Packer. Code for both is here on the forum. There are at least 3 other tools out that do texture atlas generation, and personally Im not sure there is need for another. What features will be supported beyond the typical , most optimized packing, animations support, auto power of 2 sizing?

@MrTaToad, agreed xml is overkill for this stuff, but check out slydogs string tagging, basically he is ignoring the xml and treating lines as if they are a named list.

skn3

Yeah there is definitely good packers already available but I havn't managed to find that offers all of these features at the same time:

  • Texture packing
  • animation
  • whitespace removal
  • auto bleeding
  • custom data and properties
  • user accessible exporter api
  • projects for all game assets (instead if single atlas at a time)
  • auto sync original image files
  • cross platform

Some have the features some have other features but i havnt food one that does it all so I am making it :)

spacefractal

a cool feature could been auto size to 50% or such, etc texture set at 2048x2048, but not all devices support that (1024x1024 is typical max).

For map editor I also use Tiled as editor (http://www.mapeditor.org/), which can output a xml format. Here I store them as a xml csv data, but could think some thing can been done here as well? We can also use POLYVECTOR to draw sprites in varied format as well, but you need to doing it your self.

So with POLYVECTOR command in mind, all things should been possible, but might take little time to "play" the format you choose to use.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

Enigma

I've been looking at Tiled as well, seems like a really good map editor. There is no exporter for GLBasic though, so it has put me off using it.
Russ Hoy