I'm not sure what you mean by transparent background. It is already supported. Source png has to have alpha channel (transparency) and than you can set your background using hex code (ex: #ff0000) or keyword (ex: red) or try keyword "transparent".
Unless you mean a generated GIF with transparent background. Supposedly gifs don't support alpha channel (transparency).
it is a security measure that blocks javascript accessing image data from cross-site resources. It can't be bypassed and once it loads a cross-site resource it will block the required method (getImageData()) even if you load the local image after. So you have to refresh the page and be sure you did not Save Settings with hot-linked image, since that will load it again after refresh.
Yeah it works but only if i have not saved settings with a linked image. Very strange since it uses the same canvas (the one normaly displaying the animation) as input for the gif.
I almost always release my code under some open-source licence, but i was always staying away from -SA art since i had a feeling its forcing the whole project into the same licence.
Thanks,
I'm not sure what you mean by transparent background. It is already supported. Source png has to have alpha channel (transparency) and than you can set your background using hex code (ex: #ff0000) or keyword (ex: red) or try keyword "transparent".
Unless you mean a generated GIF with transparent background. Supposedly gifs don't support alpha channel (transparency).
It seems the problem is CORS ( https://en.wikipedia.org/wiki/Cross-origin_resource_sharing )
it is a security measure that blocks javascript accessing image data from cross-site resources. It can't be bypassed and once it loads a cross-site resource it will block the required method (getImageData()) even if you load the local image after. So you have to refresh the page and be sure you did not Save Settings with hot-linked image, since that will load it again after refresh.
Yeah it works but only if i have not saved settings with a linked image.
Very strange since it uses the same canvas (the one normaly displaying the animation) as input for the gif.
Hey,
i've updated the animator to support exporting GIFs.
Edit: for some reason it only works with sprites imported from your PC and not web-linked sprites.
nice effects
just link to http://opengameart.org/ is fine as stated in Attribution Instructions
Nice font.
Here's an XNA version.
nice tune, but the .wav file is messed up towards the end, its like a few seconds are missing
these are nice, thank you.
btw are they all tileable?
Thank you Julius for explanation.
I almost always release my code under some open-source licence, but i was always staying away from -SA art since i had a feeling its forcing the whole project into the same licence.
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