06-06-2023, 10:06 AM
Hi Sophignon! Thanks for your feedback!
Yeah. If I let it run at full speed, not only it will takes 100% CPU, Javascript also throw an "out of memory" error and the whole web browser is then crashed.
So it is slow down to give it some time for javascript's garbage collection to do cleanup. Currently it is playing at 60 / 8 , or 7.5 FPS (assuming your computer is 60 refresh rate).
That's actually an original idea for Quad Sheets, PNG option is to export the animation frames to a spritesheet, and ZIP option is to export each frame individually to a ZIP file. Spent a few weeks thinking about it, but I just couldn't make Quad Sheets work. So the code is ported to Quad Player instead.
The export is per animation/skeleton. If the animation didn't loop, then it will just end there.
From my experience, they are still very experimental. Not only I'll need to find a way to fix it by make it faster, but also implement its own menu system for export options, like:
- Vanillaware animation can have many frames. I've seen some has over 512 frames! So a "Page x of y" option is required.
- Or maybe frame x to y option instead.
- Add a flip option so all sprites can now be facing the same direction would be nice.
- Add a scale option for anyone wants to start a HD remaster project.
- Add a size option to set the frame size (currently it is hardcoded as 256x256).
- Add a move option to reduce empty space between sprites.
OK, my brain hurts thinking stuff like this. Taking a nice, long break right now to let some ideas to simmer.
At the meantime, let me know if you have any more questions or suggestions.
Thanks, and have fun!
- Rufas
(06-05-2023, 08:18 PM)Sophignon Wrote: I have some questions with this new version. I know it's a beta, but the animations play very slowly, is that how it's supposed to be?
Yeah. If I let it run at full speed, not only it will takes 100% CPU, Javascript also throw an "out of memory" error and the whole web browser is then crashed.
So it is slow down to give it some time for javascript's garbage collection to do cleanup. Currently it is playing at 60 / 8 , or 7.5 FPS (assuming your computer is 60 refresh rate).
(06-05-2023, 08:18 PM)Sophignon Wrote: Also, with the ZIP option, the output pictures are all just the bottom half of the sprites, with the upper half cut off at the top edge. There's also a lot of empty black pictures at the end of the list.
I'm not sure what the PNG option is, but when I use it my browser and even PC starts freezing up... maybe because it's meant to be a mobile thing?
Anyway, if the zipped file images saved properly then I couldn't ask for more.
That's actually an original idea for Quad Sheets, PNG option is to export the animation frames to a spritesheet, and ZIP option is to export each frame individually to a ZIP file. Spent a few weeks thinking about it, but I just couldn't make Quad Sheets work. So the code is ported to Quad Player instead.
The export is per animation/skeleton. If the animation didn't loop, then it will just end there.
From my experience, they are still very experimental. Not only I'll need to find a way to fix it by make it faster, but also implement its own menu system for export options, like:
- Vanillaware animation can have many frames. I've seen some has over 512 frames! So a "Page x of y" option is required.
- Or maybe frame x to y option instead.
- Add a flip option so all sprites can now be facing the same direction would be nice.
- Add a scale option for anyone wants to start a HD remaster project.
- Add a size option to set the frame size (currently it is hardcoded as 256x256).
- Add a move option to reduce empty space between sprites.
OK, my brain hurts thinking stuff like this. Taking a nice, long break right now to let some ideas to simmer.
At the meantime, let me know if you have any more questions or suggestions.
Thanks, and have fun!
- Rufas