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!!