Some SpriteGrabber news…
There is a SpriteGrabber v1.2 currently released in code section, which supports “on the fly blurriness elimination” (aka: always get crisp sprites, even if you have odd image dimension for width/height), after an idea of Amigoni. I still haven’t documented this and 2 other features already implemented in v1.2, so I apologize for this…
I am also thinking of releasing a v1.3 update that implements a super duper (yeah!) core feature, but I would like some feedback about whether you find it a good or …messy idea.
The new feature, which actually I already have implemented and I am currently beta-testing it in my own game, is called “Adaptive Layout”. In its essence it incarnates the “Desired Scenario” as I have described it here (with extra improvements, optional HD versions, any number of versions and full automation), which allows Universal-ready builds for games with spritesheets.
In a nutshell, Adaptive Layout is an alternative to Ansca’s “Dynamic Content Scaling”, and requires/supports “relative positioning” of sprites, which IMHO is the only real solution to get trully Universal-ready builds.
Adaptive Layout:
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Detects the device resolution the game is running on.
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Dynamically loads a provided spritesheet version (normal, HD, etc) which best fits the device, even if you have provided only 1-2 versions but there are dozens of possible device resolutions that don’t exactly fit your provided assets. It then makes corrective scaling to get sprites appearing the same on eye to any device resolution.
In other words, you make a High Definition version for your spritesheets, autoscale them down with a tool like TexturePacker to get a “normal” version and with them you are ready to go for any current/future iDevices and the dozens of Android devices, without caring about the involved resolutions.
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It requires “relative positioning” of sprites, which may seem an extra step but to my opinion is a best practice if you trully want to be to be Universal-ready, not only for 2-3 devices but for any current and future ones, regardless their width/height ratio (which makes Ansca’s “Dynamic Content Scaling” prune to blank stripes that break real “universability” on many devices, like iPad and Galaxy).
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It supports quick and easy relative positioning: instead of writing mysprite.x=240 (yuck!) you write mysprite.x=px(50) …meaning x=50% of the device width resolution. It doesn’t get easier/healthier !
I am also thinking of releasing this feature as an optional one, that when deactivated will provide automatic support for Scenario 3 (which is explained here and in the next 3-4 posts) that is based on Ansca’s Dynamic Content Scaling. Again it will be provided as a fully automated solution with the appropriate handling to be ready to work for spritesheets.
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Now, help me on this: are you ready to invest on relative positioning (on sprites creation) to get perfect universability once and forever, or do you find “Adaptive Layout” as something messy and outside of SpriteGrabber scope? I am trying to understand whether Adaptive Layout would make SriteGrabber an awesome module or it would totally mess things up regarding the already hard to understand “Proper Scaling” thing in our beloved Corona SDK.
Feedback is much appreciated…
Regards
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