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aduros avatar aduros commented on June 14, 2024

You can already import images into Flash for use with Flump, you just need to do the second step of creating a Sprite symbol for each image. That's also useful for setting the anchor point for each image.

You can configure the maximum atlas size to 1024 to prevent that Flambe warning.

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jackwlee01 avatar jackwlee01 commented on June 14, 2024

I think it could be pretty handy to be able export images directly from BitmapData in the library. I could see situations where there might be lots of bitmaps in the library and it would be a hassle to make a sprite container for each of them.

Also when you place a bitmap on the timeline, Flash tends to do some compression and smoothing, again it can be a bit of a hassle to have to set these preferences all the time.

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markknol avatar markknol commented on June 14, 2024

Thanks, configuring a maximum size is a nice feature, did noticed it yet. Maybe for now I'll use that, and before final release i convert to .jpg manually.

Still, it would be nice to skip the sprite step, and just resize images and have a bit more control if its a .jpg with a certain quality or just the .png.

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aduros avatar aduros commented on June 14, 2024

Making BitmapData symbols directly exportable sounds good to me, but maybe I'm overlooking something. @tconkling @groves?

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groves avatar groves commented on June 14, 2024

As long as the bitmap is exported for actionscript in flash, sounds good to me.

You can do that en masse for images in the library by selecting all the images you want to export, opening up properties and turning on export. It gives them a symbol name matching the file name, which seems reasonable to me. You can also control jpg/png in export en masse through that mechanism.

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aduros avatar aduros commented on June 14, 2024

Yeah, although there'd be no benefit to specifying JPG since Flump ultimately splats them all into a PNG atlas.

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markknol avatar markknol commented on June 14, 2024

I close this issue since I don't think it's needed anymore. I can use texturepacker for single non-animating assets, while in real projects I put as much in Flump and hack around with bigger assets.

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