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2D All the way! / GIFS vs PNG for sprites on phones.

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Thomas John Gorham
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Posted: 21st Sep 2020 00:31
Hey Guys,

For the game I am making, I started making a mainmenu animation.

It works fine on PC, but when broadcasting to a phone, the PNG animation is too large (21 frames of 640x480 so it gets resized and then I get the "file is not large enough to have that many frames").

It works if I make the file a GIF, but then none of the animation commands work, it just keeps looping over and over. I need it to loop once and stop, like when you set the iloop to 0 in Playsprite()

Any ideas what to do?
Virtual Nomad
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Posted: 21st Sep 2020 06:35 Edited at: 21st Sep 2020 06:41
care to paste the gif, here? i'm wondering if most of it can be done in code (without the overhead of 21 images).

otherwise, you can load the 21 images (separately) and write your own simple "animation" code? something like:


add: the last time i created a .gif in PS, i thought there was an option to play once, or loop. are you saying that you've set your gif to play once on creation but AppGameKit is looping it?
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Thomas John Gorham
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Posted: 21st Sep 2020 10:53 Edited at: 21st Sep 2020 10:54
I made it in Aseprite, the loop options are forward, reverse and pingpong.

When A sprite is made with this gif, it just keeps playing.

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Virtual Nomad
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Posted: 21st Sep 2020 20:17
Im on my phone for the next bunch of hours but confident that menu can b put together with text objects/a lot less than 21x640x480.

If u/no one else puts an example together by the time i get home tonight, i will (unless i get too much overtime, in which case its still a "probably")
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Thomas John Gorham
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Posted: 22nd Sep 2020 01:41
OHHHHH Do you mean put the individual letters up as a sprite each?

I just made the whole screen as 1 sprite.
Virtual Nomad
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Posted: 22nd Sep 2020 03:32 Edited at: 22nd Sep 2020 17:36
Quote: "put the individual letters up as a sprite each?"

technically, yes. but, using the Text set of commands. and, probably the Char & Text Tweening commands.

this will be my first time playing with tweens so it might take a bit; feel free to try for yourself while i try to put something together. but, once you review the commands, you'll see why i think this is a good way to go

ok, back with a simple example:


it's kinda crude but you get it. and, i don't think it needed Tweens after all.

ShotImg attached (even tho i think you already have the same )
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Thomas John Gorham
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Posted: 24th Sep 2020 12:25
Your code is so neat

I like the use of the sleep command to get the timing for

I think I will use the letters Ive drawn as I got attached to them drawing them ahha, But I will use the sleep command for making the timing manual

Thanks for the help again
Virtual Nomad
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Posted: 25th Sep 2020 04:00
Quote: " I will use the letters Ive drawn"

of course!

i was only trying to give you an idea on how else you might go about your menu idea vs 21x640x480.

and, i was tempted to add appropriate sound effects but i'll wait for your version
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Thomas John Gorham
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Posted: 14th Nov 2020 11:49 Edited at: 14th Nov 2020 11:50
Hey guys,

another issue with file sizes on phones.


I spent a long time drawing a gorilla boss for my game. The file is too large for when I broadcast to android.

Is there a way to load larger files in AppGameKit? Or should I just delete half of the frames for facing right and just mirror the sprite?

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