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Would you still use FLI/FLC/FLX?
dudaskank
Member #561
July 2000
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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!

^__^

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Eduardo "Dudaskank"
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Derezo
Member #1,666
April 2001
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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.
From a dial-up user's perspective it's evil to include that... but who cares about them? ;)

Mind you, I was just checking it out for the "proof of concept" that allegro could play AVI's easily. :)
I won't be including movies in my games for quite some time.. :P

"He who controls the stuffing controls the Universe"

Oscar Giner
Member #2,207
April 2002
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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
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The avi lib is great :) But I think that FLI targets a different niche.

My final plan is to build upon FLI anyway. The main thing I'll want to include is sprite support.

Sprite Info chunk
- sprite id
- count frames
[ count frames Sprite Chunks ]

Sprite Chunk
- compression format
- w,h
- offset to main spr pos

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
- sprite id
- x,y
- frame

Besides your normal uses for sprites, you could use it also to display scrolling backgrounds.

Another gimmick:
You can acces all sprite data from outside the lib.

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).

--
There are no stupid questions, but there are a lot of inquisitive idiots.

A J
Member #3,025
December 2002
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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.

___________________________
The more you talk, the more AJ is right. - ML

kronoman
Member #2,911
November 2002
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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
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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.
Animations consist more or less of binary data.

XML is meant to be user readable.
Compressing XML doesn't really make it readable.

The point is:
a chunk based format is very well suited for the task (see PNG, MNG, AVI, FLX and LBM)

--
There are no stupid questions, but there are a lot of inquisitive idiots.

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