Wouldn't it be a better idea? They're small in size, lossless, and store the "framerate" somewhere in the hex header. The only possible disadvantage (inability to easily #define the time between frames) is bypassed by the fact you can directly tweak the time between frames in the header by using fopen in write mode.
The greatest advantage is a "pipeline" one: Once you conclude your animated gif in your image editor, you can rest assured that it's gonna animate like that ingame, provided the image is loaded correctly No need to do little adjustments until it looks "just like it should"
GIFs for animated sprite (next lesson)
- Dio Brando
- Posts: 17
- Joined: September 23rd, 2012, 12:08 pm
- viruskiller
- Posts: 399
- Joined: June 14th, 2012, 5:07 pm
Re: GIFs for animated sprite (next lesson)
using gifs for animation is only good for animations that are not player trigered, like a spinning wheel or something that is constantly animated, if is player triggered then the coding gets so complicated that is same as using other types of images, the reason is that u need control of what frame to start animation with, how many frames to run it for an so on.
Re: GIFs for animated sprite (next lesson)
That's not a bad idea dio, but I want to avoid API/format type stuff like that for the next few episodes and just focus on the game engine.
Chili