It's butthard multi-tiling something atm. So, seeing as there is more than enough space left when you've just got 1 'icon' window open (32*32 square), why couldn't there be an option to have, say, 2*2? 3*3 would take fullscreen, of course. But right now, it's really.. Pissing people off o.o.
Pic; (Yes, I love making them..)
http://img203.imageshack.us/my.php?image=idea9ix.jpg
ID:134615
Mar 2 2006, 6:44 am
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Mar 2 2006, 7:30 am
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Yea thats a good idea. Dream Maker really needs icon making tools improvement.
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In response to FinalFantasyGamer
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I think one thing we could use are more frames! It kinda sucks only being able to have an animation last 99 frames. Should I start a new topic for that?
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In response to KirbyRules
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Has there ever been an instance where over 99 frames were needed?
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In response to KirbyRules
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More than 99 frames isn't needed for an icon in a primarily 2D graphics engine...
Mysame, while it would be a nice function, it might not be feasible right now. A workaround is to simply design your icons in another program (paint will do*), then import them into Dream Maker. That allows you to make multi-tiled icons a lot easier. *in fact paint is my preferred program of pixel art as the Dream Maker icon program has a diminished undo-redo memory! |
I think what would be even better would be to pull the icon editor right out of Dream Maker as a seperate window, with better zoom and sizing options. Also, it would be most excellent if frames could be set to have smaller delays, like 1/100th of a second instead of the standard tick of 1/10th.
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In response to Xooxer
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Xooxer wrote:
Also, it would be most excellent if frames could be set to have smaller delays I second this. I really hate having slow animations for things like Megabuster bullets for megaman games. 10 fps just doesn't cut it. |
In response to KirbyRules
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But right now byond can only run at 10 fps.
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