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Re: Sprite Monkey for OS X

Posted: Sun May 18, 2014 5:09 am
by J. Baker
Oh wow! I just downloaded the demo as I couldn't quite remember what all it offered. Version 2.5.0 is much more advanced then the old demo. I need to update it or just get rid of it. :shock:

Re: Sprite Monkey for OS X

Posted: Sun May 18, 2014 6:09 am
by Danilo
J. Baker wrote:Yes but just remember, this demo is old (v2.1.0) and doesn't feature the auto scaling canvas, retina and whatever else I've added or changed since then.

http://www.posemotion.com/download/spritemonkeydemo.zip
Thank you! Looks good so far, and I understand the scripting concept now.

Things that came to my mind when testing the (old) demo:
  • Can't see a way to save a SpriteMonkey project
    What if I want to continue work on a SpriteMonkey project later?
    Let's say I want to add a new image to an already existing SpriteMonkey project.
    I see only options for importing a folder or an image, so I need to start afresh every time?
    Would be nice to save a SpriteMonkey project, so I can continue later to work on the project,
    add new sprites to it, etc...
  • Could you add support for more image formats? At least for loading, better for loading and saving? (TIFF, JPG/JPEG-2000, GIF, TGA, BMP, PSD/Photoshop, ...)
    Most applications can import/export this formats (Sketchbook Pro, ArtRage Studio Pro, Pixelmator, Gimp)
  • The scripting thing looks cool. Would it be possible to include the whole sprite sheet pixel data,
    or pixel data of separate sprites somehow?
    PureBasic has 'IncludeBinary', and for some other systems it would be awesome to include the
    data directly into the script.

    For example, a language supports the following array definition:

    Code: Select all

    Field _map:Int[][] = [ [1,2,1,2,1,2,1,2,1,2,1,2,1,2,1],
                           [2,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
                           [1,0,2,0,2,0,2,2,2,0,0,0,0,0,1],
                           [2,0,2,2,2,0,0,2,0,0,0,0,0,0,2],
                           [1,0,2,0,2,0,2,2,2,0,0,0,0,0,1],
                           [2,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
                           [1,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
                           [2,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
                           [1,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
                           [2,1,2,1,2,1,2,1,2,1,2,1,2,1,2] ]
    Another language could look like this:

    Code: Select all

    int _map[sm.SheetHeight][sm.SheetWidth] = {
        {1,2,1,2,1,2,1,2,1,2,1,2,1,2,1},
        {2,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
        {1,0,2,0,2,0,2,2,2,0,0,0,0,0,1},
        {2,0,2,2,2,0,0,2,0,0,0,0,0,0,2},
        {1,0,2,0,2,0,2,2,2,0,0,0,0,0,1},
        {2,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
        {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {2,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
        {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {2,1,2,1,2,1,2,1,2,1,2,1,2,1,2}
    };
    Imagine a language that looks like this:

    Code: Select all

    DataSection
        _map:
            Data.l 1,2,1,2,1,2,1,2,1,2,1,2,1,2,1
            Data.l 2,0,0,0,0,0,0,0,0,0,0,0,0,0,2
            Data.l 1,0,2,0,2,0,2,2,2,0,0,0,0,0,1
            Data.l 2,0,2,2,2,0,0,2,0,0,0,0,0,0,2
            Data.l 1,0,2,0,2,0,2,2,2,0,0,0,0,0,1
            Data.l 2,0,0,0,0,0,0,0,0,0,0,0,0,0,2
            Data.l 1,0,0,0,0,0,0,0,0,0,0,0,0,0,1
            Data.l 2,0,0,0,0,0,0,0,0,0,0,0,0,0,2
            Data.l 1,0,0,0,0,0,0,0,0,0,0,0,0,0,1
            Data.l 2,1,2,1,2,1,2,1,2,1,2,1,2,1,2
    EndDataSection
    (the values are map data in the examples above, it would be pixel/color/alpha data in SpriteMonkey)

    It would be just awesome if you could enhance the scripting language to support this,
    because it would be very flexible and powerful.
    sm.ColorAt(x,y) / sm.R(x,y) / sm.G(x,y) / sm.B(x,y) / sm.Alpha(x,y) / sm.NextValue() combined with sm.For .. sm.Next loops or something like that.
What do you think?

Re: Sprite Monkey for OS X

Posted: Sun May 18, 2014 6:42 am
by J. Baker
1. I have thought about saving projects but just hadn't got to it. It could be added and shouldn't be hard.

2. I could add some more imports formats but exporting, png is the best for any game or app. Would there be any reason I can't think of for exporting to anything other then png that would be needed?

3. Now that one would take some work. My fear is that the image data would be very large, being that it is for a whole sprite sheet. I just always included the png in PureBasic when it was a large image. I would have to think on that one.

Thanks for trying the demo and giving me feedback. I'll start working on v2.6.0. ;)

Re: Sprite Monkey for OS X

Posted: Sun May 18, 2014 7:23 am
by wilbert
J. Baker wrote:2. I could add some more imports formats
If you use Cocoa methods to save and load images most of those formats Danilo mentioned are already supported.

Re: Sprite Monkey for OS X

Posted: Sun May 18, 2014 7:29 am
by J. Baker
wilbert wrote:
J. Baker wrote:2. I could add some more imports formats
If you use Cocoa methods to save and load images most of those formats Danilo mentioned are already supported.
Yes, I found that oddly, it would load anything and everything. Even if it wasn't an image. So I did some error checking in v2.5.0 to check for the png extension. I'll have to go back into the code to test that out again. ;)

Re: Sprite Monkey for OS X

Posted: Sun May 18, 2014 8:22 am
by Danilo
J. Baker wrote:2. I could add some more imports formats but exporting, png is the best for any game or app. Would there be any reason I can't think of for exporting to anything other then png that would be needed?
Loading: Users just may have images in other formats on HDD, so it would be nice to load as much formats as possible.
Saving: All targets I use support PNG. Saving in different formats would just satisfy the customers, so they are able to do what they want (even if the format has lossy compression algorithms, the user can do what he likes to do...)

When using a standard Apple Magic Mouse, I can't scroll the canvas to right and left with a wipe/swipe gesture on the mouse, just up and down scrolling works.
CanvasGadget GetWheelDeltaX() + GetWheelDeltaY() could help with that.

Drag & Drop does not work when dragging images out of Finder or ForkLift 2 into SpriteMonkey. Would be a nice feature.
I often use several opened file manager windows and like to drag and drop files onto applications for opening.

Re: Sprite Monkey for OS X

Posted: Sun May 18, 2014 8:36 am
by J. Baker
1.) The following now import: .gif, .jpg, .jpeg, .bmp, .tga, .tif, .tiff

2.) Thanks a lot and will add. ;)

3.) Yeah I had that already planned. Will add. ;)

Re: Sprite Monkey for OS X

Posted: Sun May 18, 2014 9:18 am
by J. Baker
Drag and drop is done and I got to say, PostEvent() is awesome!

Will work on saving projects tomorrow. Or later today, as I stay up late. ;)

Re: Sprite Monkey for OS X

Posted: Mon May 19, 2014 7:11 am
by J. Baker
Well, I have the first part done for saving a project. It saves all the images and sprite/canvas coordinates to a packed "*.smpf" file. This way the file(s) can be shared, backed up and so forth. I should have done this feature some time ago. Well, back to work. ;)

Re: Sprite Monkey for OS X

Posted: Mon May 19, 2014 8:07 am
by Danilo
I think I will buy the next version... ;)

Re: Sprite Monkey for OS X

Posted: Mon May 19, 2014 5:03 pm
by J. Baker
Danilo wrote:I think I will buy the next version... ;)
Awesome! :D

I just got the loading part done and it's working great. Everything is positioned just the way it was when saved including rotation. I still have to do a lot of testing and error checking now.

Oh and your canvas scrolling code worked great. ;)

Re: Sprite Monkey for OS X

Posted: Sat May 24, 2014 5:25 am
by J. Baker
Sprite Monkey v2.6.0 Released!

New features…

• Now you can save your work to a Sprite Monkey Project file. All your images and current progress are saved into a compressed “*.smpf” file. So there’s no need to worry if your images have been moved or lost when you go to work on your sprite sheet again! This also makes it easy to share your work with a team member, friend or back it up for later use!
• Drag and drop a folder of images, an image or even a Sprite Monkey Project file!
• Import more image formats: JPEG, BMP, TGA and TIFF.
• Change keyboard shortcuts due to adding more for saving and opening a Sprite Monkey Project.
• Updated the help file.

https://itunes.apple.com/us/app/sprite- ... 8432?mt=12

Re: Sprite Monkey for OS X

Posted: Tue Jun 03, 2014 8:33 pm
by Danilo
J. Baker wrote:Sprite Monkey v2.6.0 Released!

New features…

• Now you can save your work to a Sprite Monkey Project file. All your images and current progress are saved into a compressed “*.smpf” file. So there’s no need to worry if your images have been moved or lost when you go to work on your sprite sheet again! This also makes it easy to share your work with a team member, friend or back it up for later use!
• Drag and drop a folder of images, an image or even a Sprite Monkey Project file!
• Import more image formats: JPEG, BMP, TGA and TIFF.
• Change keyboard shortcuts due to adding more for saving and opening a Sprite Monkey Project.
• Updated the help file.

https://itunes.apple.com/us/app/sprite- ... 8432?mt=12
Thanks J.Baker, got it now.

Just noticed that it does not give a warning like "Do you want to save current project? [Yes][No][Cancel]"
when doing CMD+Q or using the menu. I think it should do that if current project is not saved or was
modified since last save. All work is lost when pressing CMD+Q by accident.

Re: Sprite Monkey for OS X

Posted: Tue Jun 03, 2014 8:57 pm
by J. Baker
Danilo wrote:Thanks J.Baker, got it now.

Just noticed that it does not give a warning like "Do you want to save current project? [Yes][No][Cancel]"
when doing CMD+Q or using the menu. I think it should do that if current project is not saved or was
modified since last save. All work is lost when pressing CMD+Q by accident.
Thank you! Not sure why I forgot that as I did add that to the script editor. I'll add that in the next version. ;)

Re: Sprite Monkey for OS X

Posted: Fri Jun 06, 2014 9:51 pm
by J. Baker
@Danilo

I got that added in v2.7.0. Plus you no longer have to type extensions when saving/exporting and there's new pop-up confirmations when saving your project or script. Just have to wait for iTunes to review it now. ;)