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Recent Entries:

11/06/24 ( 20:37:42 )
Itch.io Onslaught

28/06/21 ( 02:59:30 )
The Finish Line!

03/11/20 ( 20:38:58 )
Rest in Peace, Flash!

20/11/17 ( 02:58:04 ) - *poof* #coding

Wow, this week went by fast. We had some struggles at work, and I had some other things that kept me busy.

Nonetheless, this week was absolutely productive. Not so much on the public line count side, but in the backend!

I have imported all images that I was able to extract from the original files. Sadly, by design, flash works and saves things very scalable, and in a movie-compatible format, not really suited for image exports.

What is a great plus for flash as-is poses to be very hard to port over to anything else, because I can only export static images.

In flash you can zoom in like crazy and you get crystal clear turrets/projectiles, you have smooth animations that look awesome still if you go down to 10% speed.

Getting this done in the 20 FPS exports I have now does never work smoothly. Oh, and I will always have some sort of quality loss, so the best way for now was exporting the images at 16 times the original size, and scaling them down in the editor. This looks good so far :)

In the long run, I will have to redo the animations, for now static images or slightly misaligned parts might be happening. But for what I am creating, this should be enough.
I am not aiming at a 100% working exact clone. For now, I am still in the POC-phase, so far I have not encountered anything impossible, even though I really see the practicality of flash eveywhere.

One thing that really will break my brain one day is the ability to set a clip's width and height. This is not how size works in UE - you can only SCALE things - but what if I do not know what the initial size of the shape/sprite is? Well, seems for the affected sprites/classes I have to literally save it on load, for now.

Again, everything is possible somehow. Motivation: 95%

Let me take a nap to fill it to 100% again ^^

Have a great week!

Chris / SLiPCoR