GameSalad animation problems - resizing image
dandandan18
Member Posts: 35
hi,
I've just made a small animation of a few images that I'm going to use.
When I made them they were all the same initial canvas size and aligned the same - I was only animating the top half of the image so I just clicked 'save as' in illustrator and changed the top half of the image.
But when I made the animation in gamesalad the bottom half of the image changes size too - changes width.
When I opened the image in 'Finder' (on mac) and scrolled through them quickly so it looks like an animation they were fine except that the 1st image bottom half was not as wide as the 2nd and 3rd image which is weird. Even when I took the 1st images out of the animation on GS, the bottom half of the image changes width still which is weird - didn't see this in Finder.
I made the images the same size (36x336) in GS 'inspector' but I cant make an animation with these sizes, but the width does look different.
Here's a YouTube screen capture of what I mean.
I've just made a small animation of a few images that I'm going to use.
When I made them they were all the same initial canvas size and aligned the same - I was only animating the top half of the image so I just clicked 'save as' in illustrator and changed the top half of the image.
But when I made the animation in gamesalad the bottom half of the image changes size too - changes width.
When I opened the image in 'Finder' (on mac) and scrolled through them quickly so it looks like an animation they were fine except that the 1st image bottom half was not as wide as the 2nd and 3rd image which is weird. Even when I took the 1st images out of the animation on GS, the bottom half of the image changes width still which is weird - didn't see this in Finder.
I made the images the same size (36x336) in GS 'inspector' but I cant make an animation with these sizes, but the width does look different.
Here's a YouTube screen capture of what I mean.
Comments
You are changing the size of the actor - not the subsequent animation frames.
Efficient image sizes for memory usage below.
Get your artwork the correct size in Photoshop first preferably in a multiple of these numbers 1,2,4,8,16,32,64,128,256,512,1024 x 1,2,4,8,16,32,64,128,256,512,1024.
Whole pixels - not ##.5
I suggest your images should be 32 x 256 or 32 x 512 (double for retina display).
Once you have the 3 images the right exact size - import them.
Drag one image up to create the actor - that will be the actor image that resets when the animation completes. This image will also define the size of the actor.
Create the animation with the images and they are all the same size and there is no need to hack the image using GS inspector to make it the size you want.
Then the actor should sit on a whole pixel too when you drag it on stage correct it's position.
Should have zero problems then
Hope this helps... cheers, M@
To make the animation I used the same size canvas - had the first image clicked Save As, second image clicked Save as ... then the third it messes up :S
I will import them into PhotoShop and try what you said though
Most legacy vector applications don't work to perfect pixels or use blank space as canvas as far as I know (apart from Fireworks, or new ones like Sketch etc.) - you should always create in Illustrator - prepare and save in Photoshop if you can.
http://forums.gamesalad.com/discussion/60261/create-images-and-animations-using-illustrator-slices?new=1
@matarua as you can see it is possible to make perfect pixels with Illustrator
Lump Apps and My Assets
Thanks for posting this up it's great to see how people do things - with graphics there are 101 ways to do the same thing at times. Great stuff
Always keen to learn new things!
Thanks heaps, M@
Lump Apps and My Assets
Lump Apps and My Assets
Thanks again, cheers, M@
But to hear you say you think it is 'unbeatable' is a good thing coming from a Freehand user
And to see your video on grids I like - grids make this stuff so much easier
I am not sure if I will change to doing my game dev stuff there tho - pixels be pixels and all. Much appreciate the time you took doing the vid, cheers, M@
"ImageOptim converts images to PNG8+alpha format when that is possible without loss of quality. That's the most efficient way to store alpha channel."
So yep