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Topic ruby-opengl gem for Windows By RunnerPack Date 2011-03-31 05:03
I got it! I finally found the definitive, ultimate, complete... (you get the idea ;) method for installing ruby-opengl 0.60.1 in RubyInstaller 1.9.2!

Just read the instructions here: https://groups.google.com/d/msg/rubyinstaller/vMR5mQVA_88/aZqLyjyQiSYJ and then get the zip in the next post and read its readme. There are a couple of caveats:

1. it requires the "devkit" that the RubyInstaller people provide. If you don't want to install it (it's not a big deal to install, but I can see why some might not want to) just ask and I'll provide working binaries here.

2. There was some weirdness with Ruby's "config.h" being in the wrong folder on my system. I don't know if I messed it up or what, but if you get an error during gem install about "config.h: no such file" or similar, just copy it from "C:\Ruby\include\ruby-1.9.1\i386-mingw32\ruby\config.h" to "C:\Ruby\include\ruby-1.9.1\ruby\config.h" (adjusting paths as necessary). Note: the "1.9.1" part is not a typo.

Happy Ruby-ing, Gosu-ing, and OpenGL-ing! :D
Topic GGLib: A Gosu GUI Library By RunnerPack Date 2011-03-30 10:08
Sounds great! Can't wait to try it out.
Topic MIDI files By RunnerPack Date 2011-03-19 19:45
Well, I think it does quite a bit more than just reading/writing MIDI files. From the description:

> Play with OSS drivers, play with spkr(4), Play on Windows, Export as .wav (very slow and very low-fi).


So it might at least have example code for accessing the MIDI interface in Linux (OSS) and Windows.
I agree, though, that the easiest method for most use cases is just to pre-synthesize, but if download size is a consideration, MIDI (MOD, IT, XM, etc.) playing would be nice. Then again, maybe some kind of installer that converts the MIDI, etc. files to OGG on the user's computer would be feasible...
Topic MIDI files By RunnerPack Date 2011-03-18 08:55
The gem "smf" seems to have a lot of midi-related functionality. It's probably not very useful to Gosu development, but I thought I'd mention it just in case... Here's the homepage:

http://www.funaba.org/en/ruby.html#smf
Topic GGLib: A Gosu GUI Library By RunnerPack Date 2011-03-16 20:39
haha, yes, I knew someone would say something about my use of the word "hobbies." I do look forward to the day when the majority of (2D) games are libgosu-based, but I also think that the more smart folks like you, psadda, banisterfiend, et al. we have contributing to the project, the sooner that day will arrive.

¡Viva la misión grandé! ;)
Topic GGLib: A Gosu GUI Library By RunnerPack Date 2011-03-16 10:08
Hey, don't worry about it. We all have things that have to take priority over hobbies. Also, I promise not to eat into your spring break with too many annoying questions as I work on the docs ;)
Topic Verlet Physics on Ruby/Gosu By RunnerPack Date 2011-03-12 20:29
You have to put it in your Dropbox's "pub" folder to share a link. I really want to try this out (and look at the code, of course ;)!
Topic Extending Ruby/Gosu with Inline C By RunnerPack Date 2011-03-09 09:04
Have you seen this?

http://www.edepot.com/algorithm.html

EDIT: Here it is in ActionScript3:

http://www.simppa.fi/blog/extremely-fast-line-algorithm-as3-optimized/
Topic TexPlay, drawing and hit-testing for Gosu::Image [from wiki] By RunnerPack Date 2011-03-02 04:15
Oh, I wasn't aware that blend modes worked on the alpha channel, too. That's cool! But, doesn't that mess things up when you just want a straight alpha composite with multiply? e.g. a sprite with an anti-aliased edge.
Topic TexPlay, drawing and hit-testing for Gosu::Image [from wiki] By RunnerPack Date 2011-03-01 07:02
The one that popped into my head is a "search light" effect, where you have a black, opaque image over another image, and you splice a transparent circle into the black image to show the background through. Of course, the "darkness" doesn't have to just be black, it could just be really dim, or foggy, etc. It could even be used for "x-ray vision". Basically, anywhere you'd need to "punch holes" in another bitmap, or plug holes up, without affecting the color.
Topic TexPlay, drawing and hit-testing for Gosu::Image [from wiki] By RunnerPack Date 2011-03-01 04:44
While using my paint program just now, I came up with two new (possibly) useful :alpha_blend modes. The first I call ":source_as_alpha" and the second could be called either ":copy_alpha" or just ":copy".

The first uses the grey-scale value of the pixels in the source to alter the alpha channel of the destination, without affecting the color channels. You could either do a straight copy, or an actual composite taking into account the source's alpha channel. Maybe there should be separate flags for both modes (:source_as_alpha_over?). Also, it could be split into ":red_as_alpha" etc. which would give the option of skipping the redundant computation of a grey value for a known grey pixel. (The ":copy_alpha" mode below could actually also be called ":alpha_as_alpha" for symmetry, although it's rather more cumbersome...)

The second mode (:copy_alpha) just draws the source's alpha channel to the destination's, ignoring the color channels of both images.

It's up to you whether either of these also respects the blending modes.

Whaddaya think? :D
Topic ruby-opengl gem for Windows By RunnerPack Date 2011-02-26 05:08
Same results with FFI here :/ Although, I haven't really tried any FFI extensions other than the opengl one.
Topic Wrath: Appease or Die! By RunnerPack Date 2011-02-26 05:04
I love the shadows, too. If you go with the multidirectional shadows, you should also think about using simple lighting for the sprites, i.e. darkening them when the light is "behind" them (and vice versa) and making the intensity fall off with distance.

I would especially love to see the bluish, flickering light of a lightning strike on those retro sprites :D
Topic ruby-opengl gem for Windows By RunnerPack Date 2011-02-25 04:48
Well, neither this nor the official 0.60.1 win32 build works with 1.9.2, due to this problem caused by a deprecated Ruby C API macro (STR2CSTR). As noted in the linked article, the ruby-opengl maintainers seem to have skipped town and left a lot of folks (including me) high and dry!

Is there any kind soul out there (running windows and able to build gems from source) who would like to perform the patch, build the gem, and make another zip?

I've tried compiling it myself, but I think there are some path issues, because ruby's "config.h" isn't being found, even though it's right there at "C:\Ruby\include\ruby-1.9.1\i386-mingw32\ruby\config.h". I don't want to install the RubyInstaller "devkit" because I already have both cygwin and MinGW installed, and I don't think I should be forced to install yet another gcc x86 tool-chain! However, if someone has instructions on how to get rubygems to use my existing MinGW/MSYS setup to compile gems, I'll perform the patching, compiling, and zipping and put the new version up here for others. I've attached the output of the gem install command.
Attachment: opengl_gem_fail.txt - Output of the failed gem build. (5k)
Topic GGLib: A Gosu GUI Library By RunnerPack Date 2011-02-21 05:50
So, it's been over a year (537 days, according to the forum engine) and still no 1.4… I'm anxious to try out the container system, and I'm also curious about possible new widgets (so I don't have to make as many of my own when I start my next project ;)

If you'd like some help on writing the docs, I'd be glad to pitch in. Although, truth be told, I would rather have a release with half-finished docs than no release at all :D
Topic How can I skip transparent pixels with "rect" method? By RunnerPack Date 2011-02-21 01:46
Naming conventions aside, it's already possible to fill with a color having a less-than-opaque alpha value. What's not currently possible (without using a slow Ruby loop structure) is the "locking transparency" part, which is what's under discussion in this particular thread.
Topic How to set transparent colour of Image? By RunnerPack Date 2011-02-17 02:19
Actually, I would assume that there are more apps that don't support alpha at all than ones that force superfluous alpha channels…

Anyway, the two apps I use most—IrfanView and Paint Shop Pro 8.10 (an oldie but a goodie ;)—both have pretty good PNG support, including alpha-less images (in fact, IV only supports the "single transparent color" mode, even for truecolor images, except maybe in batch conversions... I need to check that).

PSP's is actually quite nice, supporting interlacing, gamma value setting, and many different transparency modes. IV doesn't seem to handle greyscale+alpha images correctly, but it's otherwise indispensable and highly recommended.
Topic How to set transparent colour of Image? By RunnerPack Date 2011-02-17 00:29
I agree about the default application of the color key.

The alpha channel is definitely optional, but there's also the "tRNS" chunk that specifies transparency for palette-based images (it's a set of alpha values for one or more colors in the "PLTE" chunk). Is this method handled transparently (pun acknowledged) by libpng? If not, I wouldn't fault gosu for not supporting it. Many paint programs don't even support it beyond emulating the gif89a method of setting one color in the palette as fully transparent.

I would assume that it's quite easy to find out if transparency is present. At the very least you could check for alpha values lower than 255 in the buffer.
Topic How can I skip transparent pixels with "rect" method? By RunnerPack Date 2011-02-16 18:48
How about ":dest_alpha => :keep" or ":dest_alpha => :overwrite" (as the default)? In other words, don't muck up the existing alpha-blending syntax just to add this feature.
Topic How can I skip transparent pixels with "rect" method? By RunnerPack Date 2011-02-16 05:02
I don't think alpha blending should be (a) mode(s), unless you can have multiple modes active at once.
Topic How to set transparent colour of Image? By RunnerPack Date 2011-02-15 19:34
D'oh! I was even looking stuff up in the Gosu doc around the time I posted my answer, and I completely missed:

"new (window, filename_or_rmagick_image, tileable)

Loads an image from a given filename that can be drawn onto the given window.

This constructor can handle PNG and BMP images. A color key of ff00ff is automatically applied to BMP type images. For more flexibility, use PNG files."

Of course, I wasn't actually looking up the new method, but it was probably on the screen multiple times! Does it apply in all cases, i.e. "load_tiles" and the extended "new" syntax, too? If so, maybe a "see also" or mention of the chroma-key effect in their descriptions would be in order?

Also, a small bug report for the forum: I'm posting this in the "QuickReply" box, and there is a missing button image at the top. It's the "Go to parent post" button, and it should be at: http://www.libgosu.org/cgi-bin/mwf/default/nav_up.png but it isn't.
Topic How to set transparent colour of Image? By RunnerPack Date 2011-02-15 05:11
If you only want it to be done once, instead of each time anyone runs your game/app, you can use ImageMagick (http://www.imagemagick.org/) like so:

mogrify -format png -transparent magenta *.png

You'll probably want to specify a different output folder to prevent overwriting, or run it on a copy of the images, just in case something goes wrong. Just check the docs.
Topic How can I skip transparent pixels with "rect" method? By RunnerPack Date 2011-02-12 17:03
Sorry, I didn't mean to imply that you wrote OSX or it's Cocoa subsystem ;)

I found this, though, and I think you're right: http://amarsagoo.blogspot.com/2007/01/nscompositingoperation-visual-quick.html
Topic How can I skip transparent pixels with "rect" method? By RunnerPack Date 2011-02-12 06:27
I'm not sure it needs that D*(1-Sa) business... You just need to do a regular composite but without affecting the destination alpha channel.
Topic How can I skip transparent pixels with "rect" method? By RunnerPack Date 2011-02-12 06:22
Oh, sorry, yeah I went a little crazy with the colons :P Just "true" and "false" should suffice; retaining backward-compatibility is all I meant...
Topic How can I skip transparent pixels with "rect" method? By RunnerPack Date 2011-02-12 04:55
How about: ':dest_alpha_blend => true'?

If both options were set to true, you could multiply the two alpha channels before blending; I don't know if that would be useful, but it doesn't sound hard to implement ;)

If you want mutually exclusive, you could change it to: ':alpha_blend => <true, :source, :dest, :none, or false>' where true and :source are equivalent, as are false and :none.

EDIT: Fixed the colons and clarified (I hope).
Topic Selene game need a few sprites made -- will pay $$ By RunnerPack Date 2011-02-05 08:10
Do you want to replace the images of the turret etc. shown with new ones, or add more that look different yet fit the "theme/feeling" of the rest? I assume the platforms and the lander ship are made by one "race" (the good guys) and the turrets and the (proposed) enemy ship are another race; correct? (Or are there multiple enemy "races"?)

What about the "walking" guys? Would you like some that, you know... walk? ;)

PM or email with specifics.
Topic Pry: a useful tool for game development By RunnerPack Date 2010-12-21 13:03
That is a very cool feature! I've been doing this for well over a year with SketchUp's Ruby console, and I also never made the connection :P
Topic Console window closes too soon... debugging By RunnerPack Date 2010-12-07 20:45
I was referring to Ruby-specific debugging solutions, such as gems or other libraries that log debug info, allow "break-points," etc.

I know about lots of text editors and IDEs with stdout/stderr capturing: Notepad++, Programmer's Notepad, Eclipse, etc. My personal favorite is UltraEdit, but I didn't suggest it because it's commercial.

EDIT: I just stumbled on this: http://eightbitraptor.com/posts/debugging-ruby

I still haven't used it, just passing it on...
Topic Console window closes too soon... debugging By RunnerPack Date 2010-12-07 03:31
For debugging, you can either keep a console window open from which to run your game and catch the messages, or use a programmer's editor/IDE that can run a program and capture the console output. There are probably other debugging tools out there, but I can't recommend any, since I just use Ruby's built-in error catching, for the most part.

For manipulating pixels, you need to get banister's excellent "TexPlay" add-on: gem install texplay

Documentation here: http://banisterfiend.wordpress.com/2008/08/23/texplay-an-image-manipulation-tool-for-ruby-and-gosu/
Topic Gosu on Linux Magazine By RunnerPack Date 2010-12-02 04:34
I'm with eris, I'd like a copy, too. But, why scan when (I assume) you have the original, pre-typeset version? If I couldn't read it well enough, there's always machine translation :D
Topic Wrong sample? By RunnerPack Date 2010-10-20 22:50
It loops because there is a "sampler chunk" (smpl) defined at the end of the file. See: http://www.sonicspot.com/guide/wavefiles.html

If you examine it in a hex-editor, it also contains the string "Serious Sam" (ripped from the game, perhaps?).

Like jlnr said, just re-export from a sound editor (or just delete the "smpl" chunk in a hex-editor).
Topic Ludum Dare #18 on Aug. 20th-22nd Weekend By RunnerPack Date 2010-09-15 21:17
heh, thanks, deps :D
Topic Direct IP Multiplayer over LAN And/Or Internet By RunnerPack Date 2010-09-13 19:04
I've never done a networked, multi-player game either, but I think what you want is a "socket" library. Ruby has sockets built-in, but I can't make any recommendations for C++ (you didn't specify what you'd be using) other than SDL (which, like I said, I've not used for networking).

I do know that, as far as the actual game mechanism goes, you need to transfer more data than just the two users' inputs to keep them properly synchronized.

Since this isn't really directly Gosu-related, you should look elsewhere to find a proper tutorial. I would check http://www.gamedev.net/reference/list.asp?categoryid=30 and http://stackoverflow.com/ and then a general search engine.
Topic Ludum Dare #18 on Aug. 20th-22nd Weekend By RunnerPack Date 2010-09-08 06:04
Thirded!

You totally got robbed, ippa! I didn't play all that many of the entries, but of the ones I played (which included some of the highest ranked ones) Gnorf was the best!

Basic's zombie game was a close second, although it didn't /exactly/ fit the theme (the /actual/ enemies were zombies, after all...) and the difficulty ramp was quite exponential ;)

In short, you both did really well!

Sorry, deps... Kudos for making something with such a short deadline, but I didn't really care for yours... (probably just because I failed miserably :P) Interesting development process, too.
Topic GNORF - a LD#18 Compo Entry by ippa By RunnerPack Date 2010-08-24 03:49
:D I would be closer if the hi-score list code had more than a 50/50 chance of working... ;P

EDIT: Toldja ;)
Topic GNORF - a LD#18 Compo Entry by ippa By RunnerPack Date 2010-08-24 02:01
Heh... Actually, I'm "AJB" on the hiscore list.

Re: the horse

IMO, the whole "attack mode" thing is a bit weird... Wouldn't they be more fiercely attacking while they're between you and the castle?

Here's how I would do the "cavalry":

1. Like the infantry, they bounce back and forth across the battlefield, continuously.
2. Also like the infantry, they have an "attack mode". You could have them holding a lance straight up when just moving, and then lower it and speed up a bit to "charge" (at which point they're able to do damage).
3. The unladen horses can't attack, but they run faster, so they're harder to pick up (and do less damage to the castle).

Re: throwing flowers:

lol :D That would rock... especially if they float gently down when thrown :)

You could even make it a challenging aspect: you would actually be grabbing a "bouquet" and each flower has to be thrown before anything else is grabbed. The bouquets could start at one flower, and get bigger each level. Basically, penalize for picking the flowers. You could mitigate the challenge a bit by dispensing with the "power" when throwing them; ie. just a tap of space will immediately throw one.

Re: Chipmunk:

I thought about suggesting this (I didn't know if you were already using it until I looked at the source) but I kinda like the "old-skool" vertical-only falling.

I hope you keep working on this. It's got a proven fun-factor, and plenty of potential.
Topic GNORF - a LD#18 Compo Entry by ippa By RunnerPack Date 2010-08-23 05:15
You gotta kill the king (See: gnorf4.png).
Topic GNORF - a LD#18 Compo Entry by ippa By RunnerPack Date 2010-08-23 05:12
Wow! That is such a fun (but buggy ;) but FUN game! :D

It's like Rampage meets Worms (or gorilla.bas, for the oldskool QBASIC users out there ;)

Some suggestions (most of which you've probably thought of):

* Power gauge (instead of a tiny number that's nowhere near the action ;) Although it is quite intuitive; apparently you got the *perfect* "charging speed" on the throw! (At least for me ;)
* Stop the action when the player or king is "killed" (maybe a death animation, too? Or just a fade-out would do...) The first time I died I didn't read the message quickly enough and I kept tapping space, which ended up entering "A's" into the hiscore editor xD
* One "gimme" item (a rock?) on the field so you're not just waiting for a soldier to throw. Maybe one soldier could already be running at you when the level starts?
* A "popped" balloon sprite for holding/throwing (kinda silly to still be inflated...)
* No "backboard" effect; at least on the higher levels. It's a bit too easy to "bank it" into the king.
* Being able to pluck a soldier off a horse (if you "pick" w/out crouching first) The horse could just run off the left side of the screen. It would add another challenge element.

Overall, though, this is a great game concept! And, did I mention: it's really fun! :D

EDIT: Forgot one thing: It's "slain" not "slayed".
Topic Ruby Gosu tutorial doesn't work By RunnerPack Date 2010-08-03 07:12
It installs gem dependencies, but not library dependencies. Fortunately, the win32 Gosu gem is statically linked to the requisite libraries (except fmod; that's a DLL).
Topic Board News By RunnerPack Date 2010-07-31 09:17
Well, changing my bookmark (I was using forum_show.pl) seems to have fixed it, and that's good enough for me! Thanks!
Topic Board News By RunnerPack Date 2010-07-30 05:41
I love the threading (and the other stuff, especially self-moderation), but there seems to be a problem with how posts are marked "old" and/or "read" (not sure which, or why there are both states, for that matter...). I seem to have to manually mark everything "old" now, even though I've read them. Did you change anything related to this, or am I just not telling the system that I've read something in the proper way? Please advise.
Topic Chipmunk Collision Handlers in Ruby By RunnerPack Date 2010-07-25 06:11
Works great for me under XP.

RUBYGEMS VERSION: 1.3.7
RUBY VERSION: 1.9.1 (2010-01-10 patchlevel 378) [i386-mingw32] (Latest RubyInstaller)

Thanks, banister!

Anybody have some demo code that illustrates more of the API? It seems quite different from the 2D physics OOP code I'm used to (Box2DAS3 is the only thing I have significant experience with).
Topic Gosu installation problem By RunnerPack Date 2010-07-18 02:42
Well, "having OpenGL support" doesn't really mean anything... There is a reference software rasterizer that will run (slowly) on practically anything with graphics capabilities, but it also won't necessarily support the "glXChooseVisual" function, as this is specific to the X windowing system. I assume glgears would have to use something like "glXChooseVisual" to make a window in which to render itself (which I think is what it does; see here: http://www.talisman.org/opengl-1.1/Reference/glXChooseVisual.html), so I can't explain why it would work and not Gosu.

I looked up "ubuntu glXChooseVisual" and found out Blender (a 3D modeling program) will give this error sometimes, too. Some people (using Nvidia cards) found that a driver upgrade did the trick. This thread (http://ubuntuforums.org/archive/index.php/t-999642.html) though old, has some things you can try.

Again, I'm not a Linux user (though I have used it, but not Ubuntu) so I can only search the web for stuff. Since you have the PC in front of you, this should be easier for you ;)

Sorry I couldn't help more...

EDIT: You might try making sure the dependencies (especially "libgl1-mesa-dev") listed on this wiki page: http://code.google.com/p/gosu/wiki/GettingStartedOnLinux are installed.
Topic Gosu installation problem By RunnerPack Date 2010-07-13 03:53
Sounds like a problem with either OpenGL or Xwindows. Have you tried any other OpenGL software? i.e. something not based on Ruby+Gosu. Maybe one of them will have a more specific error message (like which file is missing that symbol).

I would start with whatever package manager your system uses (you didn't say which distro you're using) and make sure the latest versions of the OpenGL and X packages are properly installed, including anything needed to link the two (probably something that's an optional part of X). When/if that's all in order, check video-card drivers.

You can try an OpenGL/X diagnostic or benchmarking program to confirm that it's working outside Ruby/Gosu, if it turns out to be a Ruby/Gosu problem.

If none of that works, I'm too dumb to help. :P
Topic ruby-opengl gem for Windows By RunnerPack Date 2010-06-16 05:04
kyonides:

> Since I have the same issue on Linux, I was
> expecting someone would provide some Linux support,
> too. I thought it was stated "implictly" here. I
> guess no one knows how that could be fixed there,
> yet.


I'm no "Linux power-user" but if you start a new thread and post your exact error messages (including trying to get a trace of what rubygems is trying to do during the build) I may be able to help. And if I can't, someone else will, for sure.

OTOH, I would first see if you have libGL itself installed, and that it's the latest version (read: the version the gem wants). Of course, this assumes you know you have gcc and the other stuff needed to build native gems...
Topic How do you do animations? By RunnerPack Date 2010-06-14 07:17
BlueScope:

> As for accepting lossy picture compression, that's
> something about NO game out there does really...


Maybe not in mainstream PC games, but I've seen plenty of PS3 and NDS games (and maybe other systems... PS2?) containing images that exhibit the tell-tale "fuzzy squares" of JPEG. Not for sprites, necessarily, but things like title screens, "loading" screens, etc.

Of course, it may just be sloppy asset handling that allowed an image to be JPEG'ed somewhere in the work-flow, but not in the actual game medium (which would make the file harder to losslessly compress).

Also, I've used JPEGs in Flash games for large background images and the like. As long as it's not being scaled up, rotated, etc., it works fine and really saves a lot of space for images with lots of fine details, anti-aliasing, gradients, etc. (i.e. no large blocks of solid color).

(BTW, apologies to the O.P. for this slightly O.T. discussion...)
Topic ruby-opengl gem for Windows By RunnerPack Date 2010-06-14 06:58
Thanks! It works great both with and without gosu!
Topic How do you do animations? By RunnerPack Date 2010-06-10 00:25
BlueScope wrote:

> I use IrfanView myself; the problem with that is
> transparency color conversion, as it's got it's
> problems detecting alpha transparency (which is a
> huge strong point of PNGs really).


That's true, I forgot about IV not handling alpha very well... The batch converter preserves alpha (except in obvious circumstances) but when you open a transparent image in the viewer, alpha is lost.

> Personally, I run every image through PNGOUT that I
> process for a game. Having a 5000b file lossless
> compressed into 500b is great and I don't see a
> reason why you wouldn't want to do that if it takes
> not too long while getting you a huge saving in
> filesize (even in whatever-speed internet ages, I
> don't think that I as a game designer should
> slack... o something like that ^^ ).


I totally agree. I also do Flash games and I always try to keep the assets as small as possible. Of course, the largest part of the majority of Flash games is the MP3 music most developers and sponsors insist on :P

On the same subject, it would be nice if Gosu supported JNG (PNGs with JPEG compressed image chunks) for when a little lossiness is acceptable to get /really/ small images, but an alpha channel is still needed. Maybe DevIL has support?

> As for the vertical splitting: The problem is
> variable frame sizes: Let's say your maximum height
> is 64 pixels, then it'd work on an image that's
> 1024x128 perfectly, however, a 1024x32 image would
> be processed as a single line. If you set 32 as
> your limit, assuming noone uses smaller-in-height
> images, you'll have problems using your 64-high
> images. ^^


Well, I meant that the maximum height would be chosen for each given project, not as something hard-coded into a library or toolkit...
Topic How do you do animations? By RunnerPack Date 2010-06-07 04:03
BlueScope:

> I think a save plugin I use is worth mentioning,
> being PNGOUT. It's the best PNG save algorythm I
> know, and as it's based on a quality-first idea, it
> really manages to output awesomely small files with
> completely lossless rewriting. I've managed to get
> down to 10% of filesize compared to a
> Photoshop-default saved image. It's really worth
> taking a look at!


My favorite graphics viewer/converter, IrfanView, also has the PNGOUT plugin, though I rarely use it. The standard PNG export in either IrfanView or my favorite editor (Jasc Paint Shop Pro 8.1) is usually sufficient.

Also, about method #1 not working for multiple lines: one way would be to set maximum dimensions for a single frame. If the result of the division is greater than this, increase the number of rows and try again. Just an idea, though; I've never actually implemented such a thing...

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