There are 768 bytes being 256 colors with one byte for red, green and blueĪ pointer to the bitmap to hold the alpha palette indexes. The memory portion has a size of GetWidth * GetHeight bytes!Ī pointer to the rgb color table. LoadBasicData() has been called by the application before using this function to ensure that this information is present.Ī pointer to the bitmap to hold the color pixels (color palette indexes). The function will be called according to the number of frames returned by GetImageCount. After reading this data the plugin must advance to the next frame, if any. If the plugin supports reading then this function is used to load the image data. I'm currently quite busy with some character artworks, but I'll definitely post animations again.Function loadNextImage( colorFrame, colorFramePalette, alphaFrame, alphaFramePalette: Pointer var delayMs: word ): boolean stdcall īool _stdcall loadNextImage( unsigned char* colorFrame, unsigned char* colorFramePalette, unsigned char* alphaFrame, unsigned char* alphaFramePalette, unsigned short* delayMs ) Normal spriting is based on nudging parts around, but fast jumpung between frames will make "loose" animations such as these a joy to make.Īlso, thanks everyone for your comments. Protip: Hotkey your previous frame/next frame commands to the biggest, easiest-to-reach keys you can imagine. Gale hitches a lot and has a somewhat loose and rough feel to it (onion skinning is bugged to hell and back), but it's more than workable and a good bet for "simple" animations such as these. There may be more commercial editors out there, though I wouldn't know. which is not pricey at all and has all the functionality you need. MSPaint is an extremely solid pixel art editor, and more than sufficient for any of your standing poses or keyframe work.įor animation, I can generally recommend GraphicsGale:
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