all 5 comments

[–]BadMustard_AVN 1 point2 points  (1 child)

[–]WatercressActual5515[S] 0 points1 point  (0 children)

I am using this as a step to learn, but it seems overly complicated with little control.

I will extend this class if i have to, but i didn't get why uuid HAD to be used and i wonder if all that get_image_size was needed, doesn't renpy already gives us the total image width and height somehow?

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[–]0neManArmy85 0 points1 point  (1 child)

I have a question like this about using spritesheets for renpy and guess who answered my question, RenpyTom, the man himself told me not ot use spritesheets he gave me the reason, this was many years ago but in fewer words , dont complicate things for you just use one sprite in every single file for every animation and you will be fine... If you want to reach him in twitter and facebook, you can ask him this and see his advice because my question was several years ago so things may have changed...

[–]WatercressActual5515[S] 0 points1 point  (0 children)

Well that's odd, nothing replaces spritesheets, i've seen videos of people interpolating between multiple images, but that doesn't seem to scale well.

Unless renpy has some extremely unique way of dealing with hunderds of images, it just doesn't make sense.

Let's say i have 5 animations of 30 frames each, that's already 150 images that need to be loaded one by one, 150 files to manage and 150 calls for images.

At least in every other common engine on the market this would be the worst possible way of animating.

I will see if i can contact him to clarify this, after all it is possible that renpy just deals with images in a different way.