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List:       kde-games-devel
Subject:    Re: [Kde-games-devel] Animated sprites in KDE Games (was Granatier)
From:       Arturo Silva <jasilva28 () gmail ! com>
Date:       2009-09-12 15:08:15
Message-ID: 955730e10909120808t4017a6f5hfb7efb6fd7b12411 () mail ! gmail ! com
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Thank you both for explaining this in detail.  :)

Wow!  I actually forgot that Ksirk did have animated sprites, and
stationary ones which I was particuarly interested in.

So if I understand this correctly,....

QGraphicsView, that replacement for Q3Canvas, can do sprite animations
but not very well.  There is currently a standalone library called
KGameCanvas that, although unsupported, fixes this problem and gives
us what we need.

But if the real technical problem is that we have to force the artist
to redraw more frames, then that's really not a problem for me.  In my
old modding days (when I used to mod 2D RTS games, such as Command &
Conquer), I often had to hand-draw on average of 150 frames per custom
unit (actually half that since I was allowed to "flip" the sprite a
lot).  To say it was daunting is an understatement (because I made
several units and buildings), but you could say that the fervor of the
fun of it masked the pain.  ;)

With the SVG it's actually easier since I only have to reposition
nodes and paths, but regardless yes I know my audience here and don't
want to create unnecessarily gaudy desktop games (both for reasons of
culture AND practicality).

At most I'm only looking to use 3 frame animations (or perhaps on the
occasional splurge, 6), positioned strategically to get the most
vibrance without impacting performance.  And now that I know it's
possible, I'll see how we can make it possible for Granatier (not the
October release, but after that).

In any event, it's the weekend and I promised myself I'd chill during
it, so I'll continue this on Monday.  Thank you all!  ^^b


--Arturo "C-quel" Silva
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