How do I make a batch of animations without hundreds of images cluttering my game's project library?
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!
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!
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The higher the better.
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?
But the limitations of GS are really irritating me, and I'm looking for some sort of workaround.
And 1200 is way too many for GameSalad to support. The file size would be enormous.