That is correct Chris
sample of a typical sprite sheet http://anthonyfoti.deviantart.com/art/Cloud-Strife-Sprite-Sheet-132111799
To make matters easier a single file with a fixed height is already a good direction.
Exampe:
height = 64px
width = 64px * # of sprites + px of specified gap
-HIGH LEVEL SPEC-
See it as having an image joiner built in to Synfig with some custom settings such as:
-
pixels between each frame so that game engines dont show a frame border (int input)
-
which frames to export like (listbox)
a) keyframes only,
b) all frames,
c) even frame,
d)odd frames -
Sprite size - will resize the render to the specified size like
a) custom, ( int x int input )
b) keep aspect ratio, (checkbox)
c) 32x32, 64x64, 128x128, 256x256 ( droplistbox ) -
Colour palette - Allowing the user to export to specified colours to be arty like ( droplist )
a) greyscale
b) black n white
c) 8 colours
d) 16 colours
e) 256 colours
f) Web friendly colours
g) TV friendly colours ( some might not know this but a lot of people still get bleeding on monitors )
h) 16bit
i) 32bit
j) original ( no change to what the artist used in their animation ) -
Filename and path
-
Filetype ( droplist )
a) PNG
b) JPG
c) PCX
d) GIF
e) what ever Synfig supports
-FUTURE ENHANCEMENTS-
7) Batch export from all open animations in Synfig
Multiple format export
9) Multiple size export - export to multiple files of the specified sizes like a sequence at 32x32 and another sequence at 256x256
10) Multiple location export - Sometimes people keep duplicate copies on the Cloud, backup server, local and a thumb drive
11) config settings allowing users to share export settings to prevent confusion
Obviously another feature I’m keen on is to understand the Synfig filetype because I strongly believe if XNA game developers can use the Synfig animation file instead of sprites then it will revolutionize most programmers designing games since it should be much better to have all game content use vector based source files instead of static images. Imagine running a game on small screens and different resolutions by only using a single synfig animation file.