Things about Image editor.

Discussion and feedback on Construct 2

Post » Sun Nov 09, 2014 9:11 pm

This is worth a bump. The improvements suggested apply to animation workflow, not to image creation, and thus, these are functions that can't be outsourced to an external app.
Don't lose your work. Backup your game with Dropbox.
B
44
S
10
G
10
Posts: 1,106
Reputation: 9,202

Post » Sun Nov 09, 2014 9:34 pm

Alvarop wrote:-Add option for lock proportions when rescaling images. If you have an irregular in dimensions image like 460x 234 and you want to half size or 3/4 size it, you need a calculator. Ideally, the Resize Image Canvas tool could have the functionality to do math in conjunction with the locked proportions. So, in the dimensions mentioned above, one could put 460/2 or 460*0.75 on the Width field and get the desired result on both dimensions.


Yes please! Plus everything else. :)
B
101
S
32
G
11
Posts: 1,552
Reputation: 21,667

Post » Sun Nov 09, 2014 11:47 pm

Seeing as how the export is made to use pow^2 for sprite sheets, wouldn't it be nice to have something that says you have nth much space left for the next nearest p^2?
Image ImageImage
B
169
S
50
G
169
Posts: 8,285
Reputation: 108,214

Post » Mon Nov 10, 2014 1:16 am

newt wrote:Seeing as how the export is made to use pow^2 for sprite sheets, wouldn't it be nice to have something that says you have nth much space left for the next nearest p^2?


To be honest, after a lot of tests I still can't figure out how C2 exports to sprite sheet. Sometimes it will put all frame into a sprite sheet and sometimes it will leave all frames as separate objects... But if Image editor could show me how my sprites will look like after export then I'm all in.


https://www.scirra.com/forum/viewtopic.php?f=146&t=118152&p=849467#p849467
ImageImageImageImage
B
157
S
66
G
41
Posts: 2,598
Reputation: 34,823

Post » Mon Nov 10, 2014 2:28 am

Well, doesn't 3 64x64 images take up less video memory than 1 128x128?

64x64 = 16kb
128x128 = 65kb

So it's actually doing it the most efficient way for video memory, right? Or am I wrong?
B
101
S
32
G
11
Posts: 1,552
Reputation: 21,667

Post » Mon Nov 10, 2014 2:46 am

The export tries to put everything into a p^2 sheet. If the images are already p^2 then so much the better.
If it doesn't add up, it will then start another sheet.
The problem is you can't really manage those sheets posthumously, and you may not see that its an issue till all the artwork is already implemented.
Image ImageImage
B
169
S
50
G
169
Posts: 8,285
Reputation: 108,214

Post » Mon Nov 10, 2014 3:16 am

There seems to be a few pixels of "play" that needs to be considered too. I had 4 sprites that were 256x256 it would not put them in a 512x512 sheet. However, if you make them 254x254 then it does. I saved a ton of memory usage in my last game by looking over the exported sprite sheets and finding places I could optimize this.
B
101
S
32
G
11
Posts: 1,552
Reputation: 21,667

Post » Mon Nov 10, 2014 4:28 am

That might actually be a bug.
Image ImageImage
B
169
S
50
G
169
Posts: 8,285
Reputation: 108,214

Post » Mon Nov 10, 2014 4:36 am

I went into it in great detail here viewtopic.php?f=146&t=117062
B
101
S
32
G
11
Posts: 1,552
Reputation: 21,667

Post » Mon Nov 10, 2014 11:36 am

@newt it's actually true. While making sprite sheets C2 adds now a fringe for each image to get better seamless results (it was added few releases back). Which is great but a bit strange approach, because you can't make perfect p^2 textures anymore. You need to make them a bit smaller to fit p^2 on export... Which again in some cases can be problematic.
ImageImageImageImage
B
157
S
66
G
41
Posts: 2,598
Reputation: 34,823

PreviousNext

Return to Construct 2 General

Who is online

Users browsing this forum: jobel, Yahoo [Bot] and 2 guests