Gif Loop Coder has its roots in two earlier programs I made for my own use.
One was 2-3 years ago and was for making sprite sheets for a game I made. It had a rough prototype of a scheduler, with a callback function that allowed you to draw whatever you want to the canvas, then would take those frames and assemble them into a sprite sheet. Pretty much what you see in the sprite sheet export functionality in GLC.
The second one was a year or so ago. Same basic scheduler and callback, and contained the same GIF encoder that GLC has. I was into fractals at that time, and used it to create images like this:
When I started to create GLC, I wanted to make it easier for others to use. So I gave it a UI with my QuickSettings library, and made a bunch of predefined, easy to animate shapes to use. But once in a while, I found I wanted to have raw access to the canvas like I did in the other apps I’d created.
I started to create a brand new app, which I was going to call GIF Frame Coder. In it, I ripped out all the shapes and render list and just left the scheduler, UI and GIF encoder. It worked great, but then I missed having the shapes. I realized that having two separate programs was a dumb idea. It was easy enough to provide the direct canvas access right in GLC.
And so now you have all of that. Render shapes with the render list like you’ve been doing all along, or dive into direct canvas access and write your own code to do whatever you want.
This is all done simply by providing you with two new variables:
glc.context and two new methods that you can define:
glc.onExitFrame. Yeah, I know, I’m coming closer and closer to recreating Flash 3. I don’t mind that at all.
Read more about it here:
All parameters optional of course. I don’t plan on putting this into GLC as core functionality, but with the new enter and exit frame features, it works great as an add on library. Stay tuned.
Oh yeah, updated code is up on github, or download at http://gifloopcoder.com/download version 0.9.4.