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Chaos code sprites
Chaos code sprites










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chaos code sprites

Zookeeper wrote:Now, if we assume that you for example edited a sprite and want to commit your changes? You have to reconstruct the archive or otherwise replace the file in it with your edited version. If we for exampke make the client pack the images directory or subdirectories in a zip archieve when uploading, the work for artists would be exactly the same as before.

chaos code sprites

I think that's also how other games do it. I like this idea, except i'd prefer using the unzipped version of a file if both exist. I wonder which of these would you, artists, prefer.įirst: windows (idk for windows xp or less) can open a zip arcieve without any programm installed. After doing this, all editing would be the same than before. This means installing a free program and a few extra clicks before editing. It would basically need that anybody editing it would have to open the archive in WinRar or something similar (Windows will point to its website if trying to open such an archive without software for that installed on most Linux distributions, software like this is even preinstalled), use it to unpack it and delete it. zip archives (maybe one archive for one folder) and checking folders with same names if the archive is not found. I suggested an alternative to put all the sprites into several. A problem would come when adding new sprites with unusual (not 72x72) resolutions. Editing would not be much harder in this case, just identifying the desired sprite between many others. The way of achieving this preferred by the people I saw on #wesnoth-dev is to make sprite sheets, big pictures containing many sprites. So, a GSoC ( Google Summer of Code) project is planned to resolve this issue.

chaos code sprites

So many files is quite annoyingly much, it causes trouble when finding files, diagnosing disk usage. The current game graphics are stored in over 9000 files.












Chaos code sprites