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Name | Value |
---|---|
Version | 1 |
Last updated | October 6, 2014 |
Included formats | .png |
Created in | PS, Spine |
File size | 342.69 KB |
Changelog | First version |
Vector | |
Layered | |
Sprite |
Name | Value |
---|---|
Version | 1 |
Last updated | October 6, 2014 |
Included formats | .png |
Created in | PS, Spine |
File size | 342.69 KB |
Changelog | First version |
Vector | |
Layered | |
Sprite |
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rabidbluejay1 10 years ago
I just bought this little guy and and the animations are suburb! I have only 1 thing I'd to throw out there for you to remember. I'm working on implementing the guy and all his animations, but I'm have a hell of a time because none of the strips are consistent in size. For instance, I'm working on the jumping animation from an idle state and because the height of the jump strip is 86 pixels and the height of the idle strip is 119 pixels he teleports up 33 pixels for the transition. Now I'm either stuck with breaking the strips up and re-sizing them all individually or doing some hardcoded math. For future reference you should always have a consistent canvas size for a few reasons, the main being that what could have been implemented with a simple loop and a pointer turned into a massive decision tree that has to determine what animation is playing and what x and y correction factor needs to be applied and this is required for updating, drawing and collision testing which creates a lot of overhead for the game. It's also good practice to use canvas sizes in powers of 2 because they scale better.