Ambiera ForumDiscussions, Help and Support. |
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Just a little anouncement, I just made the spritesheet animator free. So you guys can go ahead and download it for free now. I sincerely wants to thanks to those who purchased it since the time of it's upload. Thanks a lot for your support, I have seen a lot of you have used it in your projets as well, and glad that it was helpful. Also, just want to assure you that it is now free doesn't mean that it won't receive any future updates. If it is required or if you guys find any bug or something then you can let me know and I will try to fix it and will post an update to it. Hopefully you guys can make use of it more efficiently. https://vazahat.itch.io/cc-shade... ![]() |
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Here is an extension that was intended to become a free alternative to this one, but now it seems like no one needs it. Anyway, I'll leave it here ![]() https://samgrady.itch.io/copperc... |
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A good thing about sprite sheet scripts is that you could also use them for tile-mapping. |
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Wow, thanks for making it free. I just get to know that you are creating a game engine. I wish you good luck for that. |
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Hope I'm not too late to the party. :-) For all OpenGL users, I still had this extension in the drawer: https://hadoken-records.itch.io/... P.S.: no offense, no competition intended |
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Hi guys - I just had a quick play around with them all in my Saboteur game. I'm just about ready to render all the character and enemy sprites now (using Quicksprite-3D) and these plugins will be very handy. Just thought I'd give some feedback on your extensions because I could only get one extension working properly - I used a 512x512 pixel sheet with 1 Column and 12 rows with transparent alpha.... @Just In Case- It works fine if I follow the demo video - but I couldn't get it to work with your 2D controller. It just gives me a blank (transparent) texture. @SamGrady- Works quite well - only issues I noticed is: I think you've got the Rows and Columns values the wrong way round. It didn't animate when I correctly when I entered: 1 column and 12 rows - but it works fine if I incorrectly enter: 1 row and 12 columns. No big deal really. Other main issue is was that it displayed the entire spritesheet before it starts the animation - fixed it with the "start play" script in before first draw - seems to be perfect now. @Hadoken- Couldn't get it to work with the default plane unfortunately, same as JIC's extension - it's just giving me a blank (transparent) texture. **Actually, after quite a bit of testing today, I seem to be getting much better performance just using Coppercube's built-in "animate texture". By using separate images, you can use much higher res images with much higher frame-rates - whereas placing all the frames in a single image to switch between thenbrings the game to a slow crawl - even though the filesize/memory usage is much smaller. FOr example: 15 dogs with 15 large frames @880kb each runs really well (225 frames total) - but 15 dogs with 1 small frame @88kb (15 frames total) runs much, much slower (like un-playably slow). ![]() |
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@veganpete, yeah my spritesheet extension has 2 versions, one is polygon editing based version that's the latest version and one is shader based i.e the older version, latest one might not work with my 2D controller as you said, it should work though, but if you want you can try the older one shader based version that will just work fine for you, as long as @samgrady's extension is working for you, you can also stick to that as well. I don't know what's prevent you from using the 2D animation mode in the controller it will ease out the work for you more efficiently, maybe I lack a video tutorial on how to use the 2D animation mode, which is way easier than using the inbuilt Animate a texture, or Spritesheet method. I will try to throw in a demo or a showcase video whenever I get enough time. |
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Thanks for share this wonderfull script Just in case! |
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