to composite a set of action frames and one of the character components
has no individual action frames for the requested action.
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exactly big enough to accomodate all of their trimmed components and no
bigger.
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allow setting this externally in the near future, but we'll iron that out
later when we get around to scrutinizing all of the caching business more
closely.
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longer provide access to their underlying image (they actually still do,
but not in the normal course of affairs). This will allow us to use
"trimmed" tiles which are trimmed to the smallest rectangle that contains
the non-transparent pixels in a tile image, which will shrink up our
components and other tiles a great deal.
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around arrays of multi-frame images but instead pass around one object
that knows how to render any action frame in any orientation. This
apparently fixed some horrible bug that we had introduced in doing JITC
and now the whole thing is super fast, just like I always thought it would
be. Once we introduce trimmed images, it will blaze!
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fast as I'd have hoped, but I'm optimistic that the image compression
business that Walter and I are embarking upon will solve that handily.
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directional constant usage. Added ability to render sprites in two
distinct layers.
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character manager know that certain action sequences for a character
descriptor will be needed in the near future.
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tasks and XML parsing rule sets all the good stuff. Rewired up all the
cast code to be amenable to bundling and did some other revamping.
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get a random character descriptor for use until we have fancified
storage of character descriptions.
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preparation for character component compositing and other
character-related antics.
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animation images. Created and made use of basic single- and
multi-image implementations of the MultiFrameImage interface.
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that have no specified layer. Made the scene editor gracefully handle
the case where there are no valid tile sets for use with the selected
scene layer.
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