Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
GIFPlay
#7
(12-05-2023, 05:24 AM)grymmjack Wrote: @a740g this is excellent! Could you possibly add a way to jump to a frame, then we could use this for a stack of animation for our sprites. E.g idle - frame 1-2, walk - frame 3-5, jump = frame 6-10 etc.

Then we could do in our code check and loop over frames, stop playing walk on first frame of idle, etc

That's a good idea. I was going to add seek support. The only reason I did not do that is because of GIFs last-frame dependencies. It can cause weird artifacts with some GIFs if you seek to a random frame. The only way I can get past the frame dependency issue is if I completely pre-render every frame. That's the plan anyway. Once I have the base framework locked, I'll start adding FLI/FLC and aseprite support.

Maybe we can also do a PlaySegment(m, n) kind of routine, where it only loops from frame m to n. That way you'll not even have to check and manually loop frames. We can also do reverse loops. Big Grin
Reply


Messages In This Thread
GIFPlay - by a740g - 11-30-2023, 10:48 PM
RE: GIFPlay - by FellippeHeitor - 12-01-2023, 10:38 AM
RE: GIFPlay - by grymmjack - 12-01-2023, 10:39 PM
RE: GIFPlay - by a740g - 12-02-2023, 12:33 AM
RE: GIFPlay - by grymmjack - 12-05-2023, 05:18 AM
RE: GIFPlay - by grymmjack - 12-05-2023, 05:24 AM
RE: GIFPlay - by a740g - 12-05-2023, 08:56 AM
RE: GIFPlay - by grymmjack - 12-05-2023, 07:38 PM
RE: GIFPlay - by Dav - 09-20-2024, 03:20 PM
RE: GIFPlay - by Pete - 09-20-2024, 07:09 PM
RE: GIFPlay - by a740g - 09-22-2024, 03:25 PM
RE: GIFPlay - by Petr - 09-21-2024, 09:47 AM
RE: GIFPlay - by a740g - 09-22-2024, 03:45 PM



Users browsing this thread: 1 Guest(s)