Sprite Sheets would save huge amounts of ram and allow even more fun moving content to be crammed in to your game and even on the same scene. I think the demand should be massive!
@SaladStraightShooter come on man, just a little info. Has it been spoke about to implement at some stage? Has implementation started? It would mean a lot if you could answer this, i've put a lot of time into a new game that will have to cease soon as i want to implement joints into it to take it to the next level. Im really into this project though and don't want to have to stop ha.
I want joints bad but can manage without for now, (sorta) Sprite sheets will be a world of awesomeness to me! Joints will be good for armour and proper guns though. Can't wait to get rid of the old rotating arm gun
I think if you just give us everything we want and make the GameSalad app perfect RIGHT NOW. You'll never have to respond to another silly "when's the next update and what's in it?" post again. Sound good?
Common guys, spritesheets are so easy to implement on GS. You've done half of the work already with the Wrapping settings on the actors. All you need is a row/column breaker on the tilesheet (like 16/10 rows and columns) and it will do it by itself so easily. A simple example: You put an image (tilesheet) on an actor. Under the wrap settings you have textareas for the rows, columns spacer values. (ex, 14 rows, 14 columns). GS reads the width/height of the tilesheet and using those values it 'breaks' the tilesheet and creates the correct mappings. You then assign numbers on the each tile cell..(1,2,3,4,5...etc) and you use that number for reference in a function. Example: spawn actor with image (4). (which is the 4th tile from the above mapping). Simple logic, and much easier to implement it like this than 're-inventing the wheel'. in Json it could be saved like: { "name":"tile_name", "width":960, "height":800, "xLines":32, "yLines":16 }
The only problem i think there is, is how to use tilesheets in GS. Obviously we cant use Spawn behavior all the time...cause spawning/destroying objects will just fry the device in the end :P There is gotta be a way easy way like a "Map Behavior" which we can use instead of Spawn. Something that wont create/destroy objects that much. I dont know how GS works in the background to help out with that.
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
@ozboybrian I dont mean to be rude but I have a hard time believing SpriteSheets is the hold up in you releasing your first game. Yes they would be great and would definitely help with performance. But honestly….. Is it actually stopping you from building a game? I doubt it. Not saying they should not be working on them. And I cant believe there is not an internal roadmap with them on it because it has been talked about a lot in the past.
@beefy_clyro Im with you all the way man. Joints should be one of the next major features added. I really hope they are as easy to implement as the joints in iStencyl. I was not at all impressed with Stencyl when I tried it out but I was seriously impressed with how intuitive the joints where.
Accessing the device such as camera / camera roll / photo import would be a nice addition to enable some nice custom games but not essential to workflow or streamlining the engine. Joints is great BUT BEFORE you do them we must have improved box2d physics - seriously collision integration with vector custom polygons or at least having triangle, hexagon etc - you could even use tables to list the co-ordinates of the bounding polygon.
But before that even some updates to the gui so i can see x,y coordinates when im in the scene editor.
Oh and remove gs branding on html5 for pro users - seriously.
@tenrdrmer Absolutely, its a must have. I tried stencyl but never really liked it, joints were intuitive though and its the 1 area where they beat GameSalad!
Comments
The order of what's being worked on.
I want:
Sprite Sheets.
Joints.
Sub Folders for the in game art and music.
VIDEO - Already got a story board for when video is available.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Did anyone mention Sprite Sheets yet?
PLEASE CAN EVERYONE MENTION SPRITE SHEETS!!!!!
I think the demand should be massive!
Oh and Sprite sheets to
lol just kidding mate. I concur, hope it comes soon!
Any news on Video? Like do you think it could be 2012 worthy.
I assume Sprite Sheets will be ready this year.
I want joints bad but can manage without for now, (sorta) Sprite sheets will be a world of awesomeness to me!
Joints will be good for armour and proper guns though. Can't wait to get rid of the old rotating arm gun
You put an image (tilesheet) on an actor.
Under the wrap settings you have textareas for the rows, columns spacer values. (ex, 14 rows, 14 columns). GS reads the width/height of the tilesheet and using those values it 'breaks' the tilesheet and creates the correct mappings.
You then assign numbers on the each tile cell..(1,2,3,4,5...etc) and you use that number for reference in a function.
Example: spawn actor with image (4). (which is the 4th tile from the above mapping).
Simple logic, and much easier to implement it like this than 're-inventing the wheel'. in Json it could be saved like:
{
"name":"tile_name",
"width":960,
"height":800,
"xLines":32,
"yLines":16
}
The only problem i think there is, is how to use tilesheets in GS. Obviously we cant use Spawn behavior all the time...cause spawning/destroying objects will just fry the device in the end :P There is gotta be a way easy way like a "Map Behavior" which we can use instead of Spawn. Something that wont create/destroy objects that much.
I dont know how GS works in the background to help out with that.
@beefy_clyro Im with you all the way man. Joints should be one of the next major features added. I really hope they are as easy to implement as the joints in iStencyl. I was not at all impressed with Stencyl when I tried it out but I was seriously impressed with how intuitive the joints where.
Joints is great BUT BEFORE you do them we must have improved box2d physics - seriously collision integration with vector custom polygons or at least having triangle, hexagon etc - you could even use tables to list the co-ordinates of the bounding polygon.
But before that even some updates to the gui so i can see x,y coordinates when im in the scene editor.
Oh and remove gs branding on html5 for pro users - seriously.
+ 1 BILLION to whatever @Sandbird said lol