I've been making video games in some form for 20 years, so I wrote an article about my process - and why I don't use an engine.
I've been making video games in some form for 20 years, so I wrote an article about my process - and why I don't use an engine.
@noelfb for some reason I’d never considered it possible for me to just generate sprites/animations from .aseprite files instead of hand-exporting. Maybe this is because I’ve mostly worked with artists that “do their own thing and send the files over” in a less professional capacity, but when I’m on my own and using aseprite, why am I making this process tedious for myself??
maybe this illustrates how major engine workflows ruined game programming for me a little
@maya Yeah I think this stuff can be easily missed when the big engines have *their* way of loading things, and it's not really accessible to modify or add your own content types.
I have my C# aseprite loader here if you find it useful at all: github.com/FosterFramework/Foster/blob/main/Framework/Images/Aseprite.cs
(There are probably more complete libraries somewhere, this just did what I need - it's missing some stuff like loading tileset data, etc)
@maya Aseprite also has a pretty good CLI. In the end, this is how importers often work; using the command is easier and more future-proof than reinventing the file format reader. But the processing is slower.
Omg. I need to get back to gamedev again. I miss it so much.
@noelfb: thanks a lot for the article!!
@maya I usually have a script that watch my project folder waiting for .aseprite files modification and then run aseprite CLI to export those files to .png. So I can just draw the images and save them, they will automatically be exported to my project.
Very old script example here: https://github.com/stephannv/aseprite_listener/blob/master/aseprite_listener.rb
Hi @noelfb
As a FLOSS enthusiast, I'm glad you share it. I think the VG industry, even indies despite FLOSS too much. IMHO, small studios should invest in shared FLOSS to be competitive, big studios can despite FLOSS because they can pay for licence/inner development of tools but indie should rely on it.
Do you know any like-minded people in France? Whatever the studio's size. I'm looking for people ready to pledge a yearly donation for FLOSS (godot or whatever) for @copiepublique
@noelfb I love the article! My time is spread so thin that, while I would love to take this approach, I swerved over to Game Maker... I'm a control freak, so it's been tough, but when I was rolling custom, I found myself spending so much time on the tools that I forgot what I was doing 😅
I want to get back to custom, but I wouldn't know where to begin (but I do love C#).