How do I make a batch of animations without hundreds of images cluttering my game's project library?

matthornbmatthornb Member Posts: 38
edited December 2011 in Working with GS (Mac)
I heard someone else refer to 'nested' animations involving PNGs... can someone please explain clearly how to create animations that don't fill your GS project's image library with an enormous number of still image frames?

Because... I have a couple of projects that involve lots of animated sprites and scrolling through the seemingly endless list of stills, over and over, is taking forever.

There's got to be a better way to do this!

Comments

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Set the frame rate to a smaller number and then export. I use Apples Motion and I export at 10FPS that gives me only ten frames persecond to deal with.
  • mychonymychony Removed Posts: 56
    edited December 2011
    Change the frame rate to 10-30FPS.

    The higher the better.



  • matthornbmatthornb Member Posts: 38
    But... I'm talking about a project with over 120 seconds of total animations.

    Even reduced to a low 10 fps, that's a library of 1200+ images.

    At a higher fps, it's even worse!

    That's totally impractical to sort through and scroll through - especially given the fact that I can't seem to create bins or folders inside my project's image library to organize the large number of images.

    And there's no support for video in GS.
    So... I reiterate my original point.

    Is there a way to put animations into GS in a nested way (i.e. something like folders/subfolders or 'animated image formats' such as aPNGs or GIFs or PNG spritesheets), so that this huge quantity of total frames doesn't clutter your image library with a endless-to-scroll-through list of image frames?
  • matthornbmatthornb Member Posts: 38
    Sorry if I'm a bit incoherent or doing a poor job of getting my question across.
    But the limitations of GS are really irritating me, and I'm looking for some sort of workaround.
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    Until GameSalad supports video, which is supposed to be coming, there is no other way to achieve an animation sequence without using a series of .pngs

    And 1200 is way too many for GameSalad to support. The file size would be enormous.
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