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About Pictures in FS

PostPosted: Thu Feb 27, 2014 6:31 am
by femtoAmpere
A wonderful day there fellow wasteland survivors!

Lately I've been asked if I'd like to include a picture of my character, Ammy, in the game. So I was wondering..

- Which formats and sizes are actually supported?
- Will there be a difference if using different interpreters?
- Will the game scale images down or is the size constant?
- How about half-transparent PNG or transparent GIF files?
- What about animations in GIF files?

- Is it possible to get an example of how the code with an added image looks like?


Maybe some tail can help <3
Thank you!
femtoAmpere

Re: About Pictures in FS

PostPosted: Thu Feb 27, 2014 6:45 am
by Blue Bishop
I couldn't give you a satisfying answer to that, as it's not my area.

If we can support them, I'd probably advise against using animated images. It'd be a bit too visually busy for the game; images are a nice compliment, but it's not ideal for them to distract from the game and its text more than it should.

Re: About Pictures in FS

PostPosted: Thu Feb 27, 2014 2:34 pm
by femtoAmpere
I know what you mean, but I'm pretty sure some 10-seconds delayed eye wink wouldn't hurt ;p

Re: About Pictures in FS

PostPosted: Thu Feb 27, 2014 2:43 pm
by TigerStripes
femtoAmpere wrote:<in-game art>

I've posted my reply as another sheet in the How-To thread. You can see it here.

Re: About Pictures in FS

PostPosted: Thu Feb 27, 2014 3:30 pm
by femtoAmpere
Awesome, thank you! I'll be giving it a try whenever I have the picture I want to include :>

Re: About Pictures in FS

PostPosted: Fri Feb 28, 2014 10:24 am
by Nookee
TigerStripes wrote:I've posted my reply as another sheet in the How-To thread. You can see it here.


JPG should be the preferred format, as the image file will be smaller. I use 95% quality for the images in my games. PNG does support transparency, I use it to overlay colors on the gynoid images in Gynoid Conversion.

Using Flexible Windows, you can resize images for display in a graphics-window, using a bit of Inform 6 code. Using canvas based drawing in GLIMMR is even easier, GLIMMR supports sprite-based graphics even, but may have more of a performance hit. The latest release of Flexible Windows is much faster than the old releases, and is fast enough to use on the browser based interpreters.