OK, I gotta hand it to CoPilot.
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C64 folks, is it reasonable to think in terms of "sets of eight sprites?" I know you can have more or less, and I know one might more be thinking of sets of three or four for animations...but, for some reason, I think this layout kind of makes sense to me.
I'm thinking animation will be visualized by selecting two or more sprites from the eight shown, and then I'll bring back the preview box as an animation preview.
@swelljoe There’s no real connection between the amount of visible sprites (8) and the amount of “sprites” (graphic data) in memory that you can use for animation frames. So having 8 sprites in that screen feels quite arbitrary.
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@swelljoe Use lookup tables. Wanting to increase the sprite pointer sounds like premature optimisation
@yth not trying to optimize for performance, just trying to simplify. I have a hard time holding assembly code in my head because it takes so much of it to do things. Having it so that every sprite is 64 bytes, plus 64 byte offset for its matching overlay, feels comforting. But, I guess the assembler can paper over that entirely and just load the right addresses (I'm guessing, I haven't done enough actual assembly in KickAssembler to know what it can do).
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@swelljoe There’s no real connection between the amount of visible sprites (8) and the amount of “sprites” (graphic data) in memory that you can use for animation frames. So having 8 sprites in that screen feels quite arbitrary.
@yth yeah, now that I've spent more time reading about how folks use sprites, I agree the Spritemate model makes more sense...click to add new sprites to the editor, as many as you want. And, it makes sense to think in terms of a single character with its animation frames and overlays, if any, as the object you save (as either a native file for reloading, or as KickAssembler .bytes).
I'll make that change tomorrow.
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We has flip.
Undo/redo works, with infinite(ish) history. Now to refactor the multisprite bank thing to be more sensible (start with one sprite, and add an Add Sprite button, along with sprite operations like copy/paste), and maybe change the layout some, though I'm not sure how, yet. I guess Spritemate gets it pretty close to right.
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Undo/redo works, with infinite(ish) history. Now to refactor the multisprite bank thing to be more sensible (start with one sprite, and add an Add Sprite button, along with sprite operations like copy/paste), and maybe change the layout some, though I'm not sure how, yet. I guess Spritemate gets it pretty close to right.
Now we're cooking. Redesigned the sprite bank to start with one sprite and allow adding an arbitrary number of additional sprites.
Next up...animation? I've been putting it off because it's scary. I guess I still need to fix save/load to deal with multiple sprites, also.
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Now we're cooking. Redesigned the sprite bank to start with one sprite and allow adding an arbitrary number of additional sprites.
Next up...animation? I've been putting it off because it's scary. I guess I still need to fix save/load to deal with multiple sprites, also.
Oh, no, packaging a Qt app is a pain in the ass. I didn't think this through.
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Oh, no, packaging a Qt app is a pain in the ass. I didn't think this through.
I should hyperfixate on making software more often. It's true I'm eating exclusively things I can make in the microwave, but now I've got icons, and it's starting to look like the real deal, like a tool someone might choose to use.
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I should hyperfixate on making software more often. It's true I'm eating exclusively things I can make in the microwave, but now I've got icons, and it's starting to look like the real deal, like a tool someone might choose to use.
Preview is back, but now it's for showing animation. I still don't know how to implement animation, but I know where it's gonna go.
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Preview is back, but now it's for showing animation. I still don't know how to implement animation, but I know where it's gonna go.
It never gets old. Making little guys move around on the screen is never not fun. Still buggy in the controls, but with the right jiggling the handle, we have animation.
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It never gets old. Making little guys move around on the screen is never not fun. Still buggy in the controls, but with the right jiggling the handle, we have animation.
It's gone too far, somebody needs to stop me.
Importing a PNG character sheet. I start with a little dinosaur buddy from Itch.io, and load it straight into Spritely with no processing other than picking the row of little guys I wanted in the animation and cropping it to that size.
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It's gone too far, somebody needs to stop me.
Importing a PNG character sheet. I start with a little dinosaur buddy from Itch.io, and load it straight into Spritely with no processing other than picking the row of little guys I wanted in the animation and cropping it to that size.
This is the image I started from. Not exactly 1:1, but I think it works pretty well for an afternoon/evening and given the limitations of the C64. I'll try to tackle animating overlay sprites at some point, so I can also import that fine black line as a second high res sprite. That's a lot more complicated, though, as it needs to accommodate different resolutions and such. (From here: https://arks.itch.io/dino-characters)