Me again, just a warning, if you haven't seen it already, this is quite a wall. But please hear me out
I've suggested this before and I've had some devs say they like it but i haven't heard of any more progress on it. I didn't know whether or not to make a new thread or necro the old one so here's a new one
as I don't know if I explained myself correctly last time
My suggestion is for those of us that like to render all our animation directions into one file/image series.
Eg: walking right, walking down, walking left then walking left - ALL in the one animation file/image series.
What I would like to see is on the import frames dialogue and option to create a new animation angle of X degrees every Y frames imported.
This would DRASTICALLY steamline the animation import process because as it stands, using the current method of importing animations, the user would have to:
1 - import the entire animation into ONE animation angle
2 - manually enter every new animation angle (no sweat you say? try having a 64 direction animation)
3 - Cut the required frames out of the main import animation angle and paste them into the correct animation angle
4 - repeat till finished for each animation
As you can imagine, for a sprite with 32+ animation angles and multiple animations, this could/does take a looooong time
With the proposed method the user would have to:
1 - Set the angle amount (hopefully with direction presets, eg: 2, 4, 8, 32, 64 directions)
2 - Set the amount of frames that equal one animation cycle
3 - click import
Quazi kindly told us that it is a common method in game making and that games such as Starcraft even imported their animations in a similar way.
This would make creating rendered sprites with many animation angles a breeze rather than a loathsome chore! And considering the tileset import does a -similar- type thing, I don't think it would be a huge hassle to implement.
The only problem I can see it having would be that it would require a simple maths check to make sure the numbers add up.
Eg: It should not allow a user to import an animation where the number of directions * frames per angle exceed the total frames to be imported.
Solutions to this could either be:
- import the amount of frames per angle until all angles have be filled, then discard any remaining frames left to be imported (this could also work if there are not -enough- frames for an entire rotation, just discard remaining animation angles)
- simply prompt the user that there are too many frames for that many angles, given the data entered and correct data needs to be entered before importing can succeed
Sorry bout the wall of text
Dev feedback? Is this already on the drawing board?