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SVG in Game Maker 8?


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#1 matzn

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Posted 27 November 2010 - 12:28 PM

Hi there. I heared it is possible to make vector sprites. I was looking on many homepages and also in this
forum but I didn't really find anything about this.

So, is it possible, to have .svg sprites?
I made all my sprites in Adobe Illustratorl, scaled it down and imported in photoshop to have a .png sprite.
The quality of this isn't really good.
Yeah, I know i should draw my sprites pixel for pixel like almost everyone else does it,
but I don't want pixel graphics in my game.
So, is there a way to import vector graphics?

Thanks for reading,
Matzn
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#2 theg721

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Posted 27 November 2010 - 12:31 PM

Hi there. I heared it is possible to make vector sprites. I was looking on many homepages and also in this
forum but I didn't really find anything about this.

So, is it possible, to have .svg sprites?
I made all my sprites in Adobe Illustratorl, scaled it down and imported in photoshop to have a .png sprite.
The quality of this isn't really good.
Yeah, I know i should draw my sprites pixel for pixel like almost everyone else does it,
but I don't want pixel graphics in my game.
So, is there a way to import vector graphics?

Thanks for reading,
Matzn

.PNGs are vector, go use them.
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#3 link3000

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Posted 27 November 2010 - 02:26 PM

.png images aren't vector-based, they use pixels. Just because art programs that utilize vectors can export to .png doesn't mean that .pngs are vector.

And no, GM can't natively use vector graphics or .svg, but I'm sure you could write a program to load and render them.
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#4 matzn

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Posted 29 November 2010 - 08:26 AM

Thanks for the answer :)

theg721 should think before answering.
Wrong answers aren't requested in this comunity I think.
And also I knew that .png aren't vector.
I attend an art school in austria and I know a lot about image files.
So a wrong answer can be embarrassing too^^

However, thank you both for reading and answering.
Matzn
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#5 zbox

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Posted 29 November 2010 - 09:58 PM

I'm sure he didn't want to give you a bad answer, and honestly thought that pngs were vector based? So now two people have learnt. You know GM doesn't support vector graphics, and theg271 knows that PNGs are not vector based. THAT is what this community is for =)

#6 Docopoper

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Posted 29 November 2010 - 10:16 PM

you should look up the file format and dee how easy it would be to make a script to load it...
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#7 walkerqaz

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Posted 29 November 2010 - 10:39 PM

Thanks for the answer :)

theg721 should think before answering.
Wrong answers aren't requested in this comunity I think.
And also I knew that .png aren't vector.
I attend an art school in austria and I know a lot about image files.
So a wrong answer can be embarrassing too^^

However, thank you both for reading and answering.
Matzn


He tried to help and you answer like this ? >.<
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#8 zbox

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Posted 30 November 2010 - 06:09 AM

^ already pointed out by me, walkerquaz =P

#9 freko

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Posted 30 November 2010 - 12:18 PM

Vector images will drastically take up more memory than raster.
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#10 xshortguy

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Posted 30 November 2010 - 12:20 PM

Vector images will drastically take up more memory than raster.



This in general is typically false. Raster images use much more resources.
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#11 Kaeru

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Posted 30 November 2010 - 12:27 PM

depends in what resolution you want them rendered. :P

an SVG's size is determined by the number of vectors and parameters that make up the picture.

the same picture as a PNG needs much less space when it's rendered to 512 than when it's rendered to 4096.

and as a sprite it will take width * height * 4 byte of memory in the grafic card, because in there it is not compressed anymore.

rendering an SVG on-the-fly may space Memory, but it will eat up performance.

anyhow..

generally speaking, I would prefer to render the SVG "manually" when I create the game, using e.g. InkScape.
I could export full-alpha PNGs from there I can use as sprites.
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#12 walkerqaz

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Posted 30 November 2010 - 03:04 PM

^ already pointed out by me, walkerquaz =P



sorry XD
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#13 ynspyred

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Posted 30 November 2010 - 03:42 PM

and as a sprite it will take width * height * 4 byte of memory in the grafic card, because in there it is not compressed anymore.


Often a lot more. Sprites and backgrounds need to have width and height that are powers of 2.
They are resized up before they are uploaded to the graphics card. So a 33x33 sprite actually takes up 64*64*4 bytes in video memory, which is why its worth cropping images.
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#14 matzn

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Posted 01 December 2010 - 01:25 PM

He tried to help and you answer like this ? >.<


Sorry, I'm thankful for every answer I get but I just had a bad day and it made me a bit more mad to read an answer that's wrong.
I know, he just tried to help and I'm sorry about that answer. It seemed ok in the moment I wrote it but now I see I would be angry
if I got an answer like this just because I tried to help...

Greetz,
Matzn
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