How to handle many images?

I guess I don’t understand what you’re doing and I have run out of time.  Sorry. 

Probably a good way to get help on this is to make a little test bench and show us how this swapping works.

i.e. Share a little project with us and let folks poke at it and provide suggestions on changes.

To be more clear I provide more information what I’m doing.

This is not a game. It is a library.

I try create library which implements runtime for Spriter (Pro) so you can use in Corona SDK animations created with it. As input it takes *.scon file and images. The scon file provide only key-frames so my library have to calculate transition between them.

From Spriter site (https://brashmonkey.com/spriter-features/):

Spriter enables the “modular” method of creating silky-smooth animations where key-frames are constructed from small, re-useable images (such as body parts). This method of animating offers many benefits for several aspects of a game’s development and for the finished product.

How animations work in my library?

It is simple. A next frame is formed by changing position/rotation/scale of images from previous frame a little bit. I use the same images. So I don’t  need swap images to create motion. More robust explanation with image below. 

Note : In general some parts of animation may need image swap but as rule animations are made by modify previous frame.

Work flow of my library (the way it works now)

  1. Load resources like images

I create display objects (display.newImage) and store them in table named resources. Since that all images are visible on the screen now.

 

  1. Initalize player object. I use it to play/stop/modifiy animation.

 

  1. Start playing chosen animation. For now the draw( image ) function is called to draw all parts of animation. If animation consist 10 parts it will be called 10 times.

 

  1. Change or modify animation.

I don’t want show all images at the same time. So one possible solution is make unused images invisible but since this is inefficient I’m looking for better solution. So that is why I come up with use of textures.

xlvGAYT.png

This just saved me tons of time that I was dreading spending on a redesign to turn all my images into imagesheets.  Fill used to be an enterprise feature, so I forgot about it.

Thanks, @roaminggamer!

@asmar1x,

Glad it helped you.

@ldurniat,

Hey.  I never answered your great reply.  My internet went out at the end of June for a couple weeks and I never caught up on old posts.

Sorry I left you hanging!

@ldurniat

I’m currently looking at various options for bone based animations. 

I am at the early stages of development of an educational app that will require many animation sequences. 

How are you getting on with this library?  Did you look at Spine or Dragonbones?

25 Excellent

Hi there,  Does anyone have a general advice about which third party bone based animation tool is best suited for Corona SDK?

You should start a new thread, not post on an old one.

I left Spriter project for some time. I’m planning go back to it in near future:)

Hi,  Would you be willing to share your efforts so far?  I’d be happy to contribute, too.