![]() |
|
This thread is locked; no one can reply to it.
![]() ![]() |
1
2
|
Would you still use FLI/FLC/FLX? |
dudaskank
Member #561
July 2000
![]() |
spellcaster said: So... if anybody knows another bitmap oriented lossless animation format which has some editor support, let me know The big and fat AVI without compression. And AllegAVI (I think) can play it... with sound! ^__^ Toque a balada do amor inabalável, eterna love song de nós dois |
Derezo
Member #1,666
April 2001
![]() |
The avi library that Oscar Giner has worked rather well for me. I made a small movie player that was about 10 lines long and worked flawlessly, at a reasonable speed. I even tested it on my 133 at 640x480x16. It ran, but pretty choppy. The movie I used was about 10 minutes. Was around 100MB, uncompressed AVI and uncompressed PCM Audio. Mind you, I was just checking it out for the "proof of concept" that allegro could play AVI's easily. "He who controls the stuffing controls the Universe" |
Oscar Giner
Member #2,207
April 2002
![]() |
Quote: I even tested it on my 133 at 640x480x16. It ran, but pretty choppy.
Well, my lib can't do miracles You can use divx: it compresses a lot and with high quality. And actually most users have the codecs installed (you can include the codecs with the game, anyway). I'd like to make a linux port, but I have no time -- |
spellcaster
Member #1,493
September 2001
![]() |
The avi lib is great My final plan is to build upon FLI anyway. The main thing I'll want to include is sprite support. Sprite Info chunk Sprite Chunk The main reason for the compression format is so one could allow PNG/JPEG compressed frames (support for these formats needs to be enabled at compile time, since you'll need libjpeg for jpeg and zlib/libPng for png support) This way you can have a normal frame and overlay it with sprites: Sprite Display Chunk Besides your normal uses for sprites, you could use it also to display scrolling backgrounds. Another gimmick: So you could use a FLI to store your sprite / bg data. Possible use cases: A tutorial video containing all elements of your game which also serves as repository for your graphics (and sounds, maybe). -- |
A J
Member #3,025
December 2002
![]() |
what about, make it XML, then zlib the XML, so its way small. the data could be stuck on the end of the XML file. ___________________________ |
kronoman
Member #2,911
November 2002
![]() |
My little grain of salt: The GIMP can read-save FLI / FLC files. ASE (Allegro Sprite Editor) also can read-save FLI/FLC files. With ASE, you can make many images, like 0001.pcx, 0002.pcx, 0003.pcx, etc; then open the first in ASE, and ASE will ask you to load the others (2,3,4,etc) and will make automatically the animation for you (that you can save then to a FLI / FLC) Thats the way that I do my FLI/FLC animations (as seen on Kraptor cinematics). The best thing is both programs are free, open source, and multiplatform. |
spellcaster
Member #1,493
September 2001
![]() |
Quote: what about, make it XML, then zlib the XML, so its way small. the data could be stuck on the end of the XML file.
XML is a no-no for binary data. XML is meant to be user readable. The point is: -- |
|
1
2
|