A better way to load animation...

BlitzMax Forums/BlitzMax Programming/A better way to load animation...

Dubious Drewski(Posted 2005) [#1]
Is there one? Currently, the default loadanimImage() and
IndiePath's excellent single-surface function both require you
to have a large, single image that holds all of your frames
side by side.
I have 200 frames of animation for one of the characters in
my game, and I'm not done yet. 3DSMax renders these
images all as seperate files, it cannot render them as a
single strip. Doing so would be foolish anyway. How do I
load these images into my program properly?

Right now I'm loading all 200 images into an array for easy
indexing, but I know this is a bad way to do it. Here is a
link to an exe and the source to the current build of my game:

http://soldiers.250free.com/BlitZMax/Rpg/RPG_Ed_Nov06_05.zip
Arrow keys move. Hit F1 for more info.


This problem seems so have been addresses here:
http://www.blitzbasic.com/Community/posts.php?topic=52658
But the code given doesn't seem to make any sense. It
doesn't even iterate through all the files in a folder.


xlsior(Posted 2005) [#2]
Some time ago, Taumel created a tool named Streifen which can combine images into animstrips. Check out the following thread:
http://blitzbasic.com/Community/posts.php?topic=42720&hl=streifen

Although with that # of images, you would still end up using a bunch of animstrips as well... Unless they're pretty tiny of course.

Depending on the images you have, you may want to consider putting seperate animation sequences into seperate animstrips. Failing that, using an array isn't so bad either I would think...