11 votes

Pixel art animation reinvented, a simple feature that allows us to easily change the appearance of our characters without the need to recreate every animation - Astortion Devlog #26

3 comments

  1. [3]
    unknown user
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    If there's anyone with gamedev experience here, do you think the trick he's using is any good?

    If there's anyone with gamedev experience here, do you think the trick he's using is any good?

    2 votes
    1. venn177
      Link Parent
      I don't think it's good or bad, it's just... an option. I can see it having uses and being really cool, but I also see it as very unnecessary unless you have a lot of animations.

      I don't think it's good or bad, it's just... an option. I can see it having uses and being really cool, but I also see it as very unnecessary unless you have a lot of animations.

      2 votes
    2. holo
      (edited )
      Link Parent
      It's neat, but to me it seems a bit of an overkill solution. I can solve the same problem by dynamically building a sprite from smaller "subsprite" chunks that are all synched together as a part...

      It's neat, but to me it seems a bit of an overkill solution. I can solve the same problem by dynamically building a sprite from smaller "subsprite" chunks that are all synched together as a part of the same animation. Like I could take a walk cycle animation, and break it into 6 separate pieces for the two legs, two arms, torso, and head, each with a position offset relative to the larger animation. So then if I dynamically want them to have a different hat, I would just point it to a different head subsprite with the hat I want. This approach requires more memory than his solution, but I really don't see memory being limited when we're talking this kind of pixel art game.

      1 vote