{"author_name":"ripter","cat":"LD #25","comments":[],"epoch":1355498640,"likes":0,"metadata":{"p_key":"50337","p_author":"ripter","p_authorkey":"3640","p_urlkey":"86025","p_title":"It\u2019s almost here!","p_cat":"LD #25","p_event":"LD25","p_time":"1355498640","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"3640","us_name":"ripter","us_username":"ripter","event_start":"1355443200","event_key":"14","event_name":"LD25"},"text":"<p>All of my team members have dropped out, so I&#8217;m switching back to the Compo.<\/p>\n <p>To help me learn lua and L\u00f6ve2D, I wrote another <a href=\"https:\/\/gist.github.com\/4287065\">template<\/a> for Zwoptex that exports animation sheets.<\/p>\n <p>The last one I wrote was just sprite sheets without animation. That one allowed you to draw as many sprites from the sheet as you want. This one is a animation sheet. So you tell it which frames belong to which animation, and it can play them. But it only plays a single animation at a time.<\/p>\n <p>I use lua&#8217;s <code>require<\/code> to load the exported animation sheet. I believe that lua caches that value, so if you create a bunch of animations from the same export it will only load it once. If that&#8217;s the case then I shouldn&#8217;t need a new method that takes an existing sheet. I should probably run some tests, but I doubt I&#8217;ll have enough animations in the game to worry about it.<\/p>\n <p>I might not have any animations in the game. It feels wrong to type that, but considering my limited art supply, it&#8217;s probably better to not focus on animations. It&#8217;s a nice touch, not a critical feature.<\/p>","time":"December 14th, 2012 10:24 am","title":"It\u2019s almost here!"}