Open coretheguy opened 1 year ago
How do you propose to determine the GIF speed? Static 10fps?
How do you propose to determine the GIF speed? Static 10fps?
i propose 30 fps, the user who wants the gif can readjust the speed with an online gif tool, so it really doesn't matter
I got an idea that would help with this, what is you convert the playback speed for a sprite into milliseconds and assign that to the current frame its extracting from into the GIF file.
The issue with that is that playback speed is usually defined in game code, which is nigh-impossible to trace back to the sprite and not even guaranteed to be consistent.
As for 30FPS, that should be possible. We just need a C# GIF encoder library.
The problem is that not everything when loading came in as a GIF, if you can reload the possible sprites as GIFs and then attach the following to the "Images" file, it should possibly work, assuming that the matter has no internal script issues. If so, you should be able to transform your picture into each frame, that is, as above, the encoder library, in the script and play those according to your speed. Get back to me if this works and keep trying for it!
im searching for a c# gif encoder
Amazing, we should be able to fix that issue very soon. It might be helpful if we take a encoder library and apply it, then download it into the mod itself. I don't know if you already had that in mind but that is just my idea.
From: XDOneDude @.> Sent: Wednesday, March 22, 2023 1:42 PM To: krzys-h/UndertaleModTool @.> Cc: TurtMaster2000 @.>; Comment @.> Subject: Re: [krzys-h/UndertaleModTool] Export sprites as gif (Issue #1204)
im searching for a c# gif encoder
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@TurtMaster2000 im creating my own gif encoder, its working fine for now, but i need to add the functions for being good for gamemaker
how i would call my gif encoder for undertale mod tool?
how i would call my gif encoder for undertale mod tool?
UndertaleGIFEncoder
I guess?
actually is a good idea @VladiStep
You can try that, if not, transfer the file into the hard-coded script and then apply to your IDE.
By downloading on to your computer. (Windows, download into you're OS and then copy and paste to the system, it should work just the same.)
@TurtMaster2000 how do you want could be the library, im taking suggestions from all to my project UndertaleGIFEncoder
Could you refine that sentence please? I don't understand the wording you mean there. (how do you want could be.)
@TurtMaster2000 how much functions do you think it needs my library "UndertaleGIFEncoder"
I'm not sure, I'm not in front of the screen, and don't know what you mean. Do you think you could send a picture of your current Codespace?
I might be able to find out how many you would need then. @XDOneDude
@TurtMaster2000 well i think like 5 functions, the encoder the decoder, the converter, the reader and the stream function
the stream function i think that will help the reader
Sounds good by me.
I'm still learning around here, can you describe Stream function for me? I know I'm really dumb for having to ask this but it would still be help to define it a little more.
@TurtMaster2000 the stream function is an extension of reader that reads 1.5x faster that the reader using old encoders and making it better
Thank You. I'm actually extremely young to be doing this and it's nice to have someone that actually listens to what I ask.
I still know what I'm doing though. Regardless of age.
Remember that UndertaleModTool should switch from using System.Drawing.Bitmap
, because it's unsupported starting from .NET 7 (and UndertaleModTool should also switch to .NET 7+ eventually).
So you should not rely on (System.Drawing.)Bitmap
, or else there would be more work for those who will migrate UTMT from using that system library.
Ok Thx.
@VladiStep im creating this encoder in net 7 so that is a problem, undertale mod tool NEEDS to switch to net 7 or it simply not work my encoder
I think the best way to clear up your problem is to switch your Net 7 Encoder. If it doesn't switch then, as written above, it won't work.
well, in the moment finally undertalemodtool switches to net 7 or 8, i think it will work perfectly
But you can't rely on the "in the moment". True though it might be possible though.
just it needs to switch to another thing that functions like System.Drawing.Bitmap that is compatible with net 7 or 8
Correct me if I'm wrong, this is a transference problem right? Where it's isn't reading Net 7?
net 7 uses a different libraries that in my experience, works better than the old libraries, using the old libraries can make compatilibity problems
If it isn't compatible with things like Net 7, it might be your converter function you made with you're Encoder in the first place. Then again I don't know what I'm doing.
Try going back to that old library and program in the old library so there are no compatibility issues.
well in speeds and quality the new are better, but yeah im changing to my encoder
Ok that is a good idea.
i think in 1 month or 2 i will finish the stable version
Can you send me the name of your encoder so I can help during my free time? Also, what is the name of your library?
@TurtMaster2000 actually i didnt make even an alpha version, i recently started
That's is completely fine
I think I have to sign off for the day. I should be able to come back on later, and if not, I'll be here the same time tomorrow. Thank you XDOneDude.
the good thing is that if we did it two together a good encoder, we will make happy hundreds of modders
@TurtMaster2000 i decided what should use undertalegifencoder, ironsoftware.system.drawing
Expecting people to update their project to .NET 7 for your GIF encoder is unreasonable -- why are you rolling your own anyway?
well, i opened net 7 and in major things is compatible with net 6
That is reasonably smart, but with NET 6, wouldn't you have to change your entire converter?
And, yes, I agree you @XDOneDude, we should make it together.
@TurtMaster2000 now ill use another encoder that is compatible with net 6 and 7 so the net 6 problem is gone
Which component should be improved?
Other
Describe your feature suggestion in more detail
Add a script to export all sprites as gifs (in some cases, easing up on accessing the folder in programs such as Aseprite and making importing into other programs much easier)
OPTIONALLY: export sprites as spritesheet?