Hey guys, I've never done much if any animated sprite work, I'm used to doing more with layers in gifs and the like. I found the png dictionary for the running character but I'm not locating the component that determines what order and the like the dictionary is used in.
So, since I'm basically just banging my head on the wall, can anyone link me a site or two that goes through the basics of sprite animation encoding or let me know where the image order definition file is hiding? Also, I'm using GIMP 2.0 at the moment, I'm assuming I can do most if not all of my work graphically via that and notepad/etc for the animation of them.
1) Bitmaps aren't animated by nature. A spritesheet is a texture, not an animation - the coding for reading animation frames is usually handled externally within the game code itself as a result.
The short non-technical explanation is that AVWW uses PNG as its image format (I'm not sure it accepts BMP, but it probably should, Unity is a mystery to me). PNG is a single-image format without animation data coded in. It's not like GIF - GIF has animation data coded into the file itself, but you can't use just use GIF animations in games because (short explanation) objects in games use textures, and you'd need to code an interpreter anyway. GIF is generally not a popular choice for games, because it uses a limited palette of 256 colours and more importantly
only supports binary alpha transparency (i.e. something is either only visible or invisible). This is a killer if you want any sort of translucent effects whatsoever.
2) You could technically do all your work in GIMP. GIMP is a very powerful tool - however (and this is personal opinion) it manages to be even more counter-intuitive than Photoshop and is generally a crappy program to draw or do animations in - it's like trying to slice a cake with a chainsaw. I find it best for the 2D equivalent of "post processing".
3) Although it's much more difficult to actually alter animation data (short of decompiling the program, you'd need help from the coders themselves), it's easy to alter the sprites themselves - if you don't own a sprite editing program, just divide the original sheet into a grid and draw over them. Make sure you're familiar with alpha channels (there's zillions of tutorials on the internet). If you just intend to replace sprites with ripped content, all you'll really need is the copy-paste tool. If you really need to approximate animation delays, you could just double frames for the time being.