I feel very much at home using shiru's screen tool for doing sprites. I realize there are specialized spriting tools, and that one could use photoshop or gimp, but somehow my workflow for drawing is both faster and more precise in NESST.*
That is, until i want to check the animation in realtime.
Right now, what i do is lining up all the frames side by side in the nametable, export it as bmp. Then import that bmp as an asset in an AfterEffects project with, say, a 32x16 canvas or the like, then 'animate' by switching ypos and xpos of the bmp import frame for frame.
What's lean is that if i export and replace from NESST, i get direct visual feedback in my AE window, which is continously looping the animation. It's also a small matter to change around the timing and progression of different frames, play it backwards, etc.
What's a bit fidgety is setting up the initial AE project.
And if i want a pixel perfect export to show, i need Adobe Media Encoder to produce a series of frame-for-frame png:s, after which i then use some random web based png to gif converter. This process is for some reason unreliable as the media encoder sometimes spits out a double frame for reasons unknown to me. I need to eyeball/compare the output with the intended framecount and delete the occasional extras.
Do you have any recommendations or suggestions on making the process leaner?
*It also helps me planning with resources, and it's easy to see when i can reuse a character/tile in several frames.
That is, until i want to check the animation in realtime.
Right now, what i do is lining up all the frames side by side in the nametable, export it as bmp. Then import that bmp as an asset in an AfterEffects project with, say, a 32x16 canvas or the like, then 'animate' by switching ypos and xpos of the bmp import frame for frame.
What's lean is that if i export and replace from NESST, i get direct visual feedback in my AE window, which is continously looping the animation. It's also a small matter to change around the timing and progression of different frames, play it backwards, etc.
What's a bit fidgety is setting up the initial AE project.
And if i want a pixel perfect export to show, i need Adobe Media Encoder to produce a series of frame-for-frame png:s, after which i then use some random web based png to gif converter. This process is for some reason unreliable as the media encoder sometimes spits out a double frame for reasons unknown to me. I need to eyeball/compare the output with the intended framecount and delete the occasional extras.
Do you have any recommendations or suggestions on making the process leaner?
*It also helps me planning with resources, and it's easy to see when i can reuse a character/tile in several frames.