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That's 100% dependent on you. I've been working with 16x16 tiles.

Deleted 1 year ago
(3 edits) (-1)

Yeah, that's not really going to solve the issue I'm talking about.

I would like for the creator to release each animation as animated GIFs that have the same image size or as a strip or even individual frames, as long as they're the same "image size". Making it 100x easier to import to your game engine of choice.

This would literally take ~20 minutes for him to do it.

Yes, I can do this to some degree but I want them perfectly lined up and I really shouldn't have to for a purchased product when most people on Itch do this with their assets.

Take Celeste for example, the vast majority of the animations have a 32 x 32 image size.

He probably won't do it given there has been very little movement here outside of a palette swap within the 2 years since I made this purchase.

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Having this same problem now. It's a lot of work to fix.

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well if it's a problem for a lot of people, I can do it. But I'll have to look exactly what's the best thing to do because I know that a lot of developpers works very differently with exported animations and I can't re-export the whole animation sets each time someone ask me to do it, because there is a looot of different ways to do it (some devs prefer a unique spritesheet for the whole animation set, others would prefer one spritesheet per animation, else will ask me for one gif per animation cropped with the minimum size for each animation, others would like one unique gif but with all the animations in it, you want me to export separated gifs but with a unique size which would be the same for each animation, etc.).

So that's why I've only exported it as folders with separated frames for each animation: It's the best way to allow people which will prefer something else to quickly modify it so it fits to their own way. 

But I hope you understand that I definitly can't take time to export this pack in all the different ways people would asked me to do, it would take me a lot of time.

Also if you want to know what I would do in your situation: I would simply open Photoshop (or an equivalent), import all the frames of all the animations in a same canvas. Then I would crop this canvas to the minimum size so I'm sure it fits to the maximum size of all the frames (and so it would be the same size for all the frames of all the animations). Then i make photoshop turn these layers into animations frames so that it creates a long sequence of all the animations. Then I just have to export all these animations separatly as gifs. So I'm sure that all these gifs will have the same size :)

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I get what you're saying but what I'm asking for is very close to standard practice for most engines that use pixel art and is just generally the easiest way to work with this kind of art while maintaining proper alignment when switching between different animations and maintaining the artist's original intent. Almost every single "pixel art" asset on this website does it in the way I'm asking for. So it's not really out of the ordinary.

You surely know what an "animated flip book" is correct? That's what I want in digital form basically. It's by far the easiest way use pixel art in GameMaker Studio or Godot.

Yes, you can sort of accomplish this by using Photoshop but it's a giant pain in the ass and your animations could still be off slightly (I'm not the original artist!).

Asking for the animations in a form that maintains alignment (i.e. has a proper anchor point, in other words, the corner of the image!) is not a big ask given that it's been 3 years since this thing was released.

Moot point given that I've moved on  but if you ever do fix my issue I'll update my review accordingly...

Deleted 94 days ago