Posts Tagged ‘sprite builder’

Sprite Builder Preview Update

March 29, 2012

I was going to go to bed, but I still had the project open so I made some Quick Changes:

What I did:

– Added a direction circle, divided by the ranges. The purple slice is the currently seleced range.
– Zoomed the sprite sheet and simulated the selection box for the frame.
– Added buttons for the States and Frames lists.
– Added file menu.

What I forgot:

– Need buttons for loading/reloading of the sprite sheet.

In short, nothing to see here, please keep moving.

Still Alive

March 29, 2012

It’s been two and a half weeks since my last post, and I spent alot of that time recovering from a flu I caught. While that stopped me in my tracks, it also gave me time to think about what I had been working on and what I want to accomplish right now.

The main thing is that my Framework proved to be overengineered. I was trying to wrap Everything into classes that you would inherit from and use – it was ugly and I had alot of trouble coming up with a decent way to render Everything. I was trying to do too much.

Framework Restart

Instead I decided to put all of that aside and start building a Framework that would only deal with things I’ve seen before, until I have One Of Everything I’ve Already Done.

Over the last couple of days I built a few Sprite classes with varying functions: Animation, Multidirectional, and States. While I haven’t added any of the error-checking, when you use them correctly, they work as I expect them to. Although I’m using the Sprite classes in 2D right now, the transition to 3D will involve only a wrapping interface class.

I shouldn’t ever have to build another Sprite class for XNA again. Yay!

Before I move on to a reusable Tilemap class, I’m building a Sprite Builder application so that you can create sprites in a more visual way, rather than having to punch all of the numbers manually into a file. Here’s what my first version looks like:

There are some things I want to change, but as it is right now it will do everything I want it to. I’ll start adding the code so that it can actually do things rather than just LOOK like it can do things. I’ll likely post a zip/rar somewhere once I have it working and documented enough.

Once I have some tools built, I’ll get back to Ano Sekai. Look forward to it!