Author Topic: Calling all frameworks and sprite systems...  (Read 4525 times)

Offline skn3

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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
« Last Edit: 2011-Sep-26 by skn3 »

MrTAToad

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Re: Calling all frameworks and sprite systems...
« Reply #1 on: 2011-Sep-26 »
There is a 2D and 3D entity system.

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

Offline caffeinekid

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Re: Calling all frameworks and sprite systems...
« Reply #2 on: 2011-Sep-26 »
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.


Offline skn3

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Re: Calling all frameworks and sprite systems...
« Reply #3 on: 2011-Sep-26 »
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?

Offline Minion

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Re: Calling all frameworks and sprite systems...
« Reply #4 on: 2011-Sep-26 »
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 ;)

Offline Kitty Hello

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Re: Calling all frameworks and sprite systems...
« Reply #5 on: 2011-Sep-26 »
For 2D there's LOADANIM/DRAWANIM, when the sprite sheet has fixed sizes per frame.

Offline Minion

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Re: Calling all frameworks and sprite systems...
« Reply #6 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

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Re: Calling all frameworks and sprite systems...
« Reply #7 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
« Last Edit: 2011-Sep-26 by MrTAToad »

Offline spicypixel

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Re: Calling all frameworks and sprite systems...
« Reply #8 on: 2011-Sep-26 »
Hiya skn3, You may remember me from the Blitz forums as Zerosynapse :) Good to see you here bud.
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Offline skn3

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Re: Calling all frameworks and sprite systems...
« Reply #9 on: 2011-Sep-26 »
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

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Re: Calling all frameworks and sprite systems...
« Reply #10 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

Offline bigtunacan

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Re: Calling all frameworks and sprite systems...
« Reply #11 on: 2011-Sep-26 »
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.

Offline skn3

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Re: Calling all frameworks and sprite systems...
« Reply #12 on: 2011-Sep-26 »
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 :)

Offline spacefractal

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Re: Calling all frameworks and sprite systems...
« Reply #13 on: 2011-Sep-27 »
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.
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Offline Enigma

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Re: Calling all frameworks and sprite systems...
« Reply #14 on: 2011-Sep-27 »
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.
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