OK, I gotta hand it to CoPilot.
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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)
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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)
Jebus. Packaging Qt apps is terrible. And, a Qt Quick app is huge. I mean, my binary is under 200k, but by the time the Qt runtime libs are included the install footprint is going to be 10+MB. Obviously still much smaller than the hundreds of MB of an Electron package. But, this still isn't sitting right with me...I set out to learn how to make compact, portable, applications and this aint it.
Qt Quick is nice to develop for, but it's so unpleasant to package and deploy and quite big.
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Jebus. Packaging Qt apps is terrible. And, a Qt Quick app is huge. I mean, my binary is under 200k, but by the time the Qt runtime libs are included the install footprint is going to be 10+MB. Obviously still much smaller than the hundreds of MB of an Electron package. But, this still isn't sitting right with me...I set out to learn how to make compact, portable, applications and this aint it.
Qt Quick is nice to develop for, but it's so unpleasant to package and deploy and quite big.
So, I was planning to focus on packaging, documentation, and getting this thing published this weekend, but, I think I'm actually going to use the time to rebuild the UI in something else. Slint has a kinda cranky license, but seems to have a tiny runtime and looks great. Dear Imgui is not really accessible (not super relevant for a drawing program maybe, but if I'm learning a new thing, I want to be able to make accessible software with it, it's the minimal bar for a GUI toolkit, IMHO).
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So, I was planning to focus on packaging, documentation, and getting this thing published this weekend, but, I think I'm actually going to use the time to rebuild the UI in something else. Slint has a kinda cranky license, but seems to have a tiny runtime and looks great. Dear Imgui is not really accessible (not super relevant for a drawing program maybe, but if I'm learning a new thing, I want to be able to make accessible software with it, it's the minimal bar for a GUI toolkit, IMHO).
I stumbled on Webview (https://github.com/webview/webview) as an option, which uses web technology for the UI in a way I hadn't even considered, and results in a tiny package and tiny executable with few extra dependencies. Web tech is very accessible. Plenty fast, runs everywhere (Linux, Windows, Mac OS, mobile, BSDs, all seemingly have Webview support out of the box or via a single package install) with minor tweaks. And, web browsers don't break backward compatibility.
Still considering my options. -
I stumbled on Webview (https://github.com/webview/webview) as an option, which uses web technology for the UI in a way I hadn't even considered, and results in a tiny package and tiny executable with few extra dependencies. Web tech is very accessible. Plenty fast, runs everywhere (Linux, Windows, Mac OS, mobile, BSDs, all seemingly have Webview support out of the box or via a single package install) with minor tweaks. And, web browsers don't break backward compatibility.
Still considering my options.Decided on Slint, after a think on the subject. I've started rewriting, and I guess it won't be terribly painful, but it's going to be at least another week before I can call the thing done.
Seems like a lot just to avoid packaging Qt, but if you think so, you've probably never tried to package Qt (where all deps are bundled, so the user doesn't need to install anything other than the package).