You can do a workaround. Export your video to lower resolution frames, import them into GS as an animation. Export your video source sound separately and then sync your sound in GS (likely needing timer goodness). Length of the animation is where you might run into an issue.
Use the 'animate' behaviour to play back the PNG sequence - note: Gamesalad will do everything in it's power to make the process of setting this up as difficult and time consuming as possible but persevere it does work in the end, don't expect basic concepts like a sequence of PNGs to remain in the order they were imported or being able to see which frames are in the 'animate' panel or in what order they are - or being able to simply drag and drop a sequence, it really is tediously badly implemented like knitting a castle, piece by piece, with gloves on, lol !, but stick with it, it actually works.
: )
Like RP said, once the animation is playing - sync the music as a separate piece of 'code'.
Calvin - Can you give an quick example of what this code mitt look like? I've used interpolate, but am not sue how you would use it with a named sequence of images. Ex. 01.png, 02.png, etc. Anyone else can feel free to chime in as well.
Hi guys, trying to do the same thing here. Not much success so far as full screen PNGs on an iPad seems to be a bit memory intensive. Trying to figure out how to use interpolate as described above but not sure how as interpolate seems to only take numerical values. I know you've explained it already @calvin9403, but still a newb at this.
Make sure your images are labelled numerically (1,2,3,4,5,6 . . . . ) - I use a free OS X application called 'NameChanger', make the image on the actor your first frame - then add the following behaviour: (The duration will obviously be the amount of frames divided by your desired frame rate)
"Just change all 30,000 Frames into an animation, Jeez who wouldnt want to do that."
Depending on your frame rate, that would be about 20 minutes of video ! I think people are more likely talking about a few seconds, a hundred frames or so - which is quite easy to do in Gamesalad.
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Export the frames to a PNG sequence.
Use the 'animate' behaviour to play back the PNG sequence - note: Gamesalad will do everything in it's power to make the process of setting this up as difficult and time consuming as possible but persevere it does work in the end, don't expect basic concepts like a sequence of PNGs to remain in the order they were imported or being able to see which frames are in the 'animate' panel or in what order they are - or being able to simply drag and drop a sequence, it really is tediously badly implemented like knitting a castle, piece by piece, with gloves on, lol !, but stick with it, it actually works.
: )
Like RP said, once the animation is playing - sync the music as a separate piece of 'code'.
Calvin
do change attribute, self.image to yourattribute.png
interpolate the attribute to.. duration what ever you want
Calvin
S
Make sure your images are labelled numerically (1,2,3,4,5,6 . . . . ) - I use a free OS X application called 'NameChanger', make the image on the actor your first frame - then add the following behaviour: (The duration will obviously be the amount of frames divided by your desired frame rate)
"Just change all 30,000 Frames into an animation, Jeez who wouldnt want to do that."
Depending on your frame rate, that would be about 20 minutes of video ! I think people are more likely talking about a few seconds, a hundred frames or so - which is quite easy to do in Gamesalad.