Closed reddenx closed 10 years ago
Going the route of xna renderer, also got asset compiling mostly for free, we can hook into a pre build event when I get around to building command line arguments for it
Ran into some pr0blems, mainly that the windows version of monogame compiles into dx binaries, but the only avaipable control system uses the opengl calls, so it fails. The easiest option would to just use the xna renderer(already working) and accept ot sonce it will only be in the tools
Workflow for new metadata 1) Choose texture 2) Choose grid size 3) Select base idle animation 4) Start normal editing
Capabilities of editor
edit: added saving edit: wording of frame editing edit: removed selector thingy too much work for simple problem
Things left half done:
just a place for me to keep track of it
was able to do a full create on a new sprite, figure that's good enough
Animation toolset must have the ability to: