[Solved] How do I deal with losing per-frame delay data when I import GIFs?

Started by SpudMuncher, Sat 07/02/2009 05:31:29

Previous topic - Next topic

SpudMuncher

I just made a whole range of animations for my main character, and
to get the nicest looking results I changed the delay time of individual
frames at certain occasions.
The bad thing is, when I go Quick Import Gif in AGS and then assign
those sprites to a view, all the timing data is lost, so the animations
just don't have the same quality anymore.
Being forced to have several duplicate frames just to get a 'delay'
effect seems a bit silly (and annoying since you have to have SOOO
many frames to get decent control / accuracy), when GIF files support a delay anyway.
Surely there must be a reasonable solution.

How is it recommended I deal with this issue?

ThreeOhFour

Once you have imported your sprites into a view, you can then go into the view and set each frame's individual delay. Click on the frame you wish to adjust, then select the "delay" box from the properties column on the side. This should let you set each frame's delay. You can quickly check what each frame is set at by checking the DLY: x property, which is listed directly beneath each frame in the view.

Hope that helps :)

Khris

Yes, and if an animation has a lot of equal frame delays (e.g. 4), leave them at zero, then set a frame with an original delay of 10 to 6, etc., then play the animation with a global delay of 4. In-game, the frame delay is added to the global delay and you can even use negative values (e.g. -3) to change a frame delay to e.g. 1.

SpudMuncher

Ok, I see.
I was wondering if I was missing something when the delay info in the gifs were not used,
but I don't mind doing it manually. I just wanted to be sure.
Thx alot for your time.

SMF spam blocked by CleanTalk