As there was no discussion, I think I'll implement my ideas posted before. For
the alignments, they'll be dropped totally, but there'll be an offset for
events, so you can still move your alignment to the exact place you want, even
better than before.
I'll start with the implementation this weekend I think, so if you want to add
(or ask, help, ...) something, tell me as far as you can :)
Am Freitag 12 November 2010, um 00:07:17 schrieb Andre Knispel:
> I want to discuss a little bit about animations. I think the concept has
> some problems, and I hope you have some time to help me improve it :)
> First, what I think is a must have: Animations embedded in other
> animations. The idea is very good I think. You can reuse your animations
> well, and have less work. Not much to say.
>
> Now the problems:
>
> 1. Frame is a bad name
>
> I think Sprite might fit better, but then the concept of animations
> embedded in animations wouldn't work anymore, and I like this one very
> much. Not sure how to call it.
>
> 2. Framesets are complicating the whole thing
>
> It might be better to have this concept embedded directly in the animation
> itself. And even more, you could have more complex animations. You could be
> able to do things like: Show sprite A, show sprite B, remove sprite A, play
> animation C, remove sprite B. Hope you got the point.
>
> 3. Alignments
>
> I implemented alignments when I was creating animations for some specific
> reason: movement animations. The bottom left of the animation should be at
> the same place as the bottom left of the events. This was the idea behind
> the whole thing. When I look at it right now, the alignment inside of an
> animation is just moving the center of the coordinate system around, so I
> think it's pretty useless. I'm not sure if the alignment at the event is
> useless. It allows you to set the center of the animation to other places
> in the event. So it's maybe useful, don't know.
>
> I think those are the main problems. I stumbled upon them when I was
> creating their documentation today.
>
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