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	<title>Comments on: Bitmap Animation API Released &#8211; Ginger</title>
	<atom:link href="http://cheezeworld.com/bitmap-animation-api-released-ginger/feed/" rel="self" type="application/rss+xml" />
	<link>http://cheezeworld.com/bitmap-animation-api-released-ginger/</link>
	<description>The Cheeze to Your Macaroni - Games, Open Source Programming, and Other Odd Ramblings.</description>
	<lastBuildDate>Sun, 27 Feb 2011 05:06:11 +0000</lastBuildDate>
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		<title>By: wanting252</title>
		<link>http://cheezeworld.com/bitmap-animation-api-released-ginger/comment-page-1/#comment-10800</link>
		<dc:creator>wanting252</dc:creator>
		<pubDate>Sun, 27 Feb 2011 05:06:11 +0000</pubDate>
		<guid isPermaLink="false">http://cheezeworld.com/?p=229#comment-10800</guid>
		<description>Thank for your excellent work, but I don&#039;t see any links for downloading the API ?</description>
		<content:encoded><![CDATA[<p>Thank for your excellent work, but I don&#8217;t see any links for downloading the API ?</p>
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		<title>By: 12G: The Crab Attack Trilogy &#187; Andy Moore</title>
		<link>http://cheezeworld.com/bitmap-animation-api-released-ginger/comment-page-1/#comment-9728</link>
		<dc:creator>12G: The Crab Attack Trilogy &#187; Andy Moore</dc:creator>
		<pubDate>Sat, 11 Dec 2010 05:50:47 +0000</pubDate>
		<guid isPermaLink="false">http://cheezeworld.com/?p=229#comment-9728</guid>
		<description>[...] Performance Testing Posts (one, two, and three). I asked around and ended up finding the excellent Ginger bitmap animation API (It looks like the site is no longer updated and the download link is old &#8211; be sure to use [...]</description>
		<content:encoded><![CDATA[<p>[...] Performance Testing Posts (one, two, and three). I asked around and ended up finding the excellent Ginger bitmap animation API (It looks like the site is no longer updated and the download link is old &#8211; be sure to use [...]</p>
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		<title>By: Zack</title>
		<link>http://cheezeworld.com/bitmap-animation-api-released-ginger/comment-page-1/#comment-6139</link>
		<dc:creator>Zack</dc:creator>
		<pubDate>Fri, 06 Nov 2009 23:58:11 +0000</pubDate>
		<guid isPermaLink="false">http://cheezeworld.com/?p=229#comment-6139</guid>
		<description>not exactly on the topic of ginger(very nicely done by the way) but while i was using the sound manager class included in your most recent svn the package was com.cheezworld - but it was in the folder com.cheezworld.utils. no biggie just felt that i should mention it.</description>
		<content:encoded><![CDATA[<p>not exactly on the topic of ginger(very nicely done by the way) but while i was using the sound manager class included in your most recent svn the package was com.cheezworld &#8211; but it was in the folder com.cheezworld.utils. no biggie just felt that i should mention it.</p>
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	<item>
		<title>By: Brett</title>
		<link>http://cheezeworld.com/bitmap-animation-api-released-ginger/comment-page-1/#comment-5503</link>
		<dc:creator>Brett</dc:creator>
		<pubDate>Wed, 16 Sep 2009 17:28:01 +0000</pubDate>
		<guid isPermaLink="false">http://cheezeworld.com/?p=229#comment-5503</guid>
		<description>Took a look at your newest changes even though haven&#039;t played with it yet.  Like the stuff you added for mc conversion and think it is great and gives exactly what I was asking for.  Nice work and I must say I am very impressed with everything you put out.  Keep up the beautiful work.</description>
		<content:encoded><![CDATA[<p>Took a look at your newest changes even though haven&#8217;t played with it yet.  Like the stuff you added for mc conversion and think it is great and gives exactly what I was asking for.  Nice work and I must say I am very impressed with everything you put out.  Keep up the beautiful work.</p>
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	<item>
		<title>By: A Freelancer&#8217;s Flash Bash [5] &#124; Freelance Flash Games News</title>
		<link>http://cheezeworld.com/bitmap-animation-api-released-ginger/comment-page-1/#comment-5320</link>
		<dc:creator>A Freelancer&#8217;s Flash Bash [5] &#124; Freelance Flash Games News</dc:creator>
		<pubDate>Wed, 09 Sep 2009 19:57:59 +0000</pubDate>
		<guid isPermaLink="false">http://cheezeworld.com/?p=229#comment-5320</guid>
		<description>[...] is back and posting again with their Bitmap Animation API and article on Finite State Machines. This guy really knows his [...]</description>
		<content:encoded><![CDATA[<p>[...] is back and posting again with their Bitmap Animation API and article on Finite State Machines. This guy really knows his [...]</p>
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		<title>By: Flash Game Frameworks, Classes and Libraries &#124; der hess</title>
		<link>http://cheezeworld.com/bitmap-animation-api-released-ginger/comment-page-1/#comment-5208</link>
		<dc:creator>Flash Game Frameworks, Classes and Libraries &#124; der hess</dc:creator>
		<pubDate>Sat, 05 Sep 2009 08:06:24 +0000</pubDate>
		<guid isPermaLink="false">http://cheezeworld.com/?p=229#comment-5208</guid>
		<description>[...] Ginger - Bitmap Animation API [...]</description>
		<content:encoded><![CDATA[<p>[...] Ginger &#8211; Bitmap Animation API [...]</p>
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	<item>
		<title>By: Colm</title>
		<link>http://cheezeworld.com/bitmap-animation-api-released-ginger/comment-page-1/#comment-5144</link>
		<dc:creator>Colm</dc:creator>
		<pubDate>Thu, 03 Sep 2009 10:31:54 +0000</pubDate>
		<guid isPermaLink="false">http://cheezeworld.com/?p=229#comment-5144</guid>
		<description>Nice work. Only had a brief browse through the src so far, but it looks like it follows the same ideology as what I&#039;ve built myself (ie copypixels + caching of unique bitmapdatas). Will delve into it properly later on for much learnings.

Thanks for releasing this!</description>
		<content:encoded><![CDATA[<p>Nice work. Only had a brief browse through the src so far, but it looks like it follows the same ideology as what I&#8217;ve built myself (ie copypixels + caching of unique bitmapdatas). Will delve into it properly later on for much learnings.</p>
<p>Thanks for releasing this!</p>
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	<item>
		<title>By: Tariq</title>
		<link>http://cheezeworld.com/bitmap-animation-api-released-ginger/comment-page-1/#comment-5126</link>
		<dc:creator>Tariq</dc:creator>
		<pubDate>Wed, 02 Sep 2009 19:34:43 +0000</pubDate>
		<guid isPermaLink="false">http://cheezeworld.com/?p=229#comment-5126</guid>
		<description>Nice job as always Colby! Great bitmap alternative to the MovieClip! And fast too.</description>
		<content:encoded><![CDATA[<p>Nice job as always Colby! Great bitmap alternative to the MovieClip! And fast too.</p>
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		<title>By: Brett</title>
		<link>http://cheezeworld.com/bitmap-animation-api-released-ginger/comment-page-1/#comment-5124</link>
		<dc:creator>Brett</dc:creator>
		<pubDate>Wed, 02 Sep 2009 18:39:44 +0000</pubDate>
		<guid isPermaLink="false">http://cheezeworld.com/?p=229#comment-5124</guid>
		<description>Glad to see your releasing some new stuff and I have looked over this newest code.  However, I do have a suggestion change which I&#039;d love to see in this code.

You have the animation taking place by moving along a PNG based on each image of the PNG representing the next clip of animation.  Basically using it as the bitmap data in your inputs.  Problem I have with this is I have a number of images I have used that are being drawn by hand. 

Lets use my very simple example of where this becomes a problem for me.  I have a bullet that is drawn from my ship as well as enemy ships.  The bullet is a Sprite that draws itself differently depending on where it is shot from.  Also, the bullet has an explosion animation which is different also based on where it is fired from.  The differences are suttle and by using the graphics class off of the Sprite was easy to do.  With this to get similar graphics I would have to create multiple bitmaps (pngs) for each version of the bullet along with frames for each explosion style.  

So, for rendering items on the screen I am already using a renderer class to handle this change in animation state and would like to incorporate the described changes with your animation player.  I would think that the exact same behavior of your animation could be accomplished without requiring an actual bitmap but instead be wrapped around a simple Sprite.  Basically abstracting it one level further to include a Sprite which could represent an image or could be extended to draw based on frame location.

Basically, instead of the Animation class drawing the image you have a class that can draw an underlying bitmap based upon a strip as done here.  Or could also draw based upon a frame as is done in a MovieClip (Flex nono) or something similar.  Meaning that the frame actually advances and the location inside the bitmap is determined by the frame along with something else could use the frame to decide what to draw next.  

I hope this made sense and I really do like the stuff you are building and this is great for animating long pngs inside of something.  The other place I am going with this is that alot of animation I do on things is just using effects, meaning applying filters that change over a certain period.  This type of animation gives no leeway with that kind of strategy whether I am using an img or not.</description>
		<content:encoded><![CDATA[<p>Glad to see your releasing some new stuff and I have looked over this newest code.  However, I do have a suggestion change which I&#8217;d love to see in this code.</p>
<p>You have the animation taking place by moving along a PNG based on each image of the PNG representing the next clip of animation.  Basically using it as the bitmap data in your inputs.  Problem I have with this is I have a number of images I have used that are being drawn by hand. </p>
<p>Lets use my very simple example of where this becomes a problem for me.  I have a bullet that is drawn from my ship as well as enemy ships.  The bullet is a Sprite that draws itself differently depending on where it is shot from.  Also, the bullet has an explosion animation which is different also based on where it is fired from.  The differences are suttle and by using the graphics class off of the Sprite was easy to do.  With this to get similar graphics I would have to create multiple bitmaps (pngs) for each version of the bullet along with frames for each explosion style.  </p>
<p>So, for rendering items on the screen I am already using a renderer class to handle this change in animation state and would like to incorporate the described changes with your animation player.  I would think that the exact same behavior of your animation could be accomplished without requiring an actual bitmap but instead be wrapped around a simple Sprite.  Basically abstracting it one level further to include a Sprite which could represent an image or could be extended to draw based on frame location.</p>
<p>Basically, instead of the Animation class drawing the image you have a class that can draw an underlying bitmap based upon a strip as done here.  Or could also draw based upon a frame as is done in a MovieClip (Flex nono) or something similar.  Meaning that the frame actually advances and the location inside the bitmap is determined by the frame along with something else could use the frame to decide what to draw next.  </p>
<p>I hope this made sense and I really do like the stuff you are building and this is great for animating long pngs inside of something.  The other place I am going with this is that alot of animation I do on things is just using effects, meaning applying filters that change over a certain period.  This type of animation gives no leeway with that kind of strategy whether I am using an img or not.</p>
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