SO I worked a lots with MV recently I like the exclude files options and the "requireAssets" options ALTHOUGH I bunked on a little errors
What's happen when you let the player generate their own sprite?
Because I work on something who actually let's the player choose how many sprite are generated
e.g : the players input a number and it's will get in count the number of sprite.
var numberOfSprite = 10;
System.prototype.GenerateSprite = function(){
for(var i; i < numberOfSprite; i++){
ImageManager.loadSpriteFolder("Dress" + i.toString());
};
Now okay fine I can make the sprite fines...the problems....what if the person use the options to remove unused files ...it's will remove all the sprite!
because I can't require the asset for being avoid to being removed on deployment ... because I don't know HOW many number of sprite I need.
so I though suggesting this idea would be good
the pattern for that would be like :
* @requireAssets img/example/*
I hope this can be implemented :>
What's happen when you let the player generate their own sprite?
Because I work on something who actually let's the player choose how many sprite are generated
e.g : the players input a number and it's will get in count the number of sprite.
var numberOfSprite = 10;
System.prototype.GenerateSprite = function(){
for(var i; i < numberOfSprite; i++){
ImageManager.loadSpriteFolder("Dress" + i.toString());
};
Now okay fine I can make the sprite fines...the problems....what if the person use the options to remove unused files ...it's will remove all the sprite!
because I can't require the asset for being avoid to being removed on deployment ... because I don't know HOW many number of sprite I need.
so I though suggesting this idea would be good
the pattern for that would be like :
* @requireAssets img/example/*
I hope this can be implemented :>

