Things about Image editor.

Discussion and feedback on Construct 2

Post » Fri Apr 11, 2014 7:44 am

@helena

Exactly.

I use Corel X6 for everything so the image editor is of little use, except for creating prototype images such as boxes and circles.

I expect Ashley will develop it eventually, but he is only one man, after all, and there are SOOOOOOO many other more important things he should concentrate on... ****cough modularity **** :)
If your vision so exceeds your ability, then look to something closer.
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Post » Fri Apr 11, 2014 8:37 am

@helena @zenox98 Yeah. because you can set all your animation and all your frames in external software...

I'm not taking about things like drawing cirlces, write text or any of typical tools for editing/creating graphic assets.
I'm talking about animation and frames management.
Some time ago I was making some sprites for sale - simple isometric soldier, with 16 directions and about 18 separate animations = about 1000 images altogether (before you say I'm not interested in mobiles or web). Even Making it all to spritesheets (57 spritesheets) it took more time adding and setting this up in C2 then creating and animating this sprite.

"and there's only one person working with it."

ohh, I'm sorry didn't know that ~cruel sarcasm ~

"but he is only one man, after all, and there are SOOOOOOO many other more important things he should concentrate on"

Agree. But seriously, things should be fixed first - and there's a lot to fix and finish, before adding new ones.
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Post » Fri Apr 11, 2014 2:31 pm

The image editor could be better, no one is saying otherwise. I personally hate using it myself as it has many features lacking/implimented in a way I don't like. If there are bugs I do agree they should be fixed, but other than a basic image editor it's essentially a UI for importing content. Don't get me wrong, as I would love to see it improve, but the problem here is that it works and there's 100s of programs that do the same thing, but better. That means there's little reason to increase the features of the image editor itself. As long as there are ways to import outside assets quickly there really isn't a need for much immediate improvement; however, over time improvement would be nice.

I must be misunderstanding something because I'm not entirely sure what issue you had with importing your sprites other than standard organization and cleanup every studio has to go through when importing assets. Did you copy/paste each one manually instead of import sprite strip? Was your sprite strip organized by variable sprite sizes?

In my opinion, the importing function of the image editor is the most important thing, as they will never make the image editor better than specialised software.
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Post » Fri Apr 11, 2014 2:40 pm

Some good points about animations, but I think it's low priority stuff. I find that with a bit of work I'm able to get the game to do what I need it to.
Last edited by teacherpeter on Mon Apr 14, 2014 10:21 am, edited 1 time in total.
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Post » Fri Apr 11, 2014 4:22 pm

i would advice everybody from the page 2 to actually READ the first post in this thread.
Because you obviously just read the thread title only and skip the rest. And then you keep on ignoring what the OP has to say and you just keep talking nonsense.
Which is pure ignorance. And the OP is an old and well respected member of this community from LONGER then any of you even THOUGHT about GameDeving. So your ignorance is unforgivenable.
If what OP wrote is beyond your capabilities of understanding - just ignore this thread and keep going.

OP is not asking anybody to turn the image editor into freaking Photoshop. But to give it more features regarding the engine. More control over frames. And in general make it much more user friendly and usefull.

And i am baffled that i had to write all this.
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Post » Fri Apr 11, 2014 4:37 pm

Once again, I don't give a crap about image painting, editing, modifying or whatever.

All I'm saying in first post is related to have more control over animations and animation frames.

There is no external software that will import your frames or sprite sheets, set all animation names with correct properties and set all Image points with collision mask.
If you start using more then 2 animations and more then 3 frames per animation you will then understand how wonderful and friendly image editor is.

@irbis thanks for pointing that out

@Thndr You are misunderstanding. I'm importing nice and tidy spritesheets. but there's a lot of them. and for every each of them I need to set diffrent animation name with different properties. Wouldn't be easier to just import spritesheet as animation while preserving file name as animation name? Wouldn't be easier to select all animations and set only once "speed = 0" then click each one every time? Wouldn't be easier to be able to copy image point or collision mask and past it to all frames you want instead of manually placing it for each frame (yes there is an option to set for whole animation or for all animations, but it's good only in some cases) ?
I've attached one of my simplest spritesheets - this is first frame of walk cycle animation. There are 56 more spritesheets with same setup.
You do not have the required permissions to view the files attached to this post.
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Post » Fri Apr 11, 2014 4:53 pm

shinkan wrote:Once again, I don't give a crap about image painting, editing, modifying or whatever.

All I'm saying in first post is related to have more control over animations and animation frames.

There is no external software that will import your frames or sprite sheets, set all animation names with correct properties and set all Image points with collision mask.
If you start using more then 2 animations and more then 3 frames per animation you will then understand how wonderful and friendly image editor is.

@irbis thanks for pointing that out

@Thndr You are misunderstanding. I'm importing nice and tidy spritesheets. but there's a lot of them. and for every each of them I need to set diffrent animation name with different properties. Wouldn't be easier to just import spritesheet as animation while preserving file name as animation name? Wouldn't be easier to select all animations and set only once "speed = 0" then click each one every time? Wouldn't be easier to be able to copy image point or collision mask and past it to all frames you want instead of manually placing it for each frame (yes there is an option to set for whole animation or for all animations, but it's good only in some cases) ?
I've attached one of my simplest spritesheets - this is first frame of walk cycle animation. There are 56 more spritesheets with same setup.



+1

Please people, read the first page of this thread...
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Post » Fri Apr 11, 2014 5:22 pm

Yeah I experience weird behaviour with the image editor. No crashes, just confusing behaviour involving frames/animations appearing to be selected but it's actually editing a different frame/animation (usually the first frame/first animation in the list).
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Post » Sun Apr 13, 2014 5:06 pm

@shinkan
Ah, understandable. Due to the other posts and with no real example of what you were trying to do I was misunderstanding what exactly you were having problems with.

Yeah I agree, quality of life improvements related to animation management and importing should be a thing to improve. Anything related with outside resource management and animation management really, as C2 is the only thing that manages it for C2.
There are workarounds but for organized asset management like you have, even 2 minutes per animation saved is about 2 hours for just that one spriteset.
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Post » Fri Aug 08, 2014 6:32 pm

Bumping it up ;)
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