expressive, if that makes sense.Īnd yeah, all NPCs would use the same system as well, but there generally wouldn't be enough characters on-screen that this becomes a noticeable CPU/GPU hog, no matter which system I'd go for. I've doodled around with some 3/4 and top-down ideas, but they seem to be more work and less. But probably a platformer since that's what I'm the most comfortable with. To be honest, I kinda feel like actually designing the game is kinda dependent on what animation system becomes the most viable, with everything being built around the main character. So maybe just have them all be one frame in a sprite for left arm, head, etc? *shrug* (However, I do know how annoying it would be to do the rotation via code.) But that may counteract the purpose of the switch statements now that I think about it. Though I'm not an artist so I don't know how easy that would be. And instead of rotating the sprites, maybe just have cookie cutter animations that you reuse for left arm, right arm, head, tool, etc. But since you're doing pixel art this should hopefully work just fine.Īs for how to set up the art, as Alice said I think cookie cutter style would work best. If you're doing a game with larger sprites and more frames of movement, this will be hard. Now that I think about it, you could have a switch statement for which base animation is playing (idle, running, attack, attack2, etc), then have the afore mentioned switch statement in each one. Then in each case draw the armor/weapon sprites at a x and y for that frame. Then in the draw event (after "draw_self()" of course) set up a switch statement based on the current frame of the base animation. Have a base animation of the character without any items. a side-scrolling platformer might use different techniques than top-down NES Final Fantasy style RPG)ĭepending on the perspective of the game, this may work for drawing the sprites: (it could also help to know what sort of game you plan to do exactly, and what sort of perspective would be used etc. I guess as long as it's only the main character who has customisable equipment, or there are selected few people who can use that, it shouldn't be a performance bottleneck, even if you draw many, many things separately (arms, legs, torso, head, headgear etc.). some armour could have one affecting torso, one affecting hands and one affecting legs) instead of just one. two different pieces of armour would use different parts for torso, but same parts for hands? Thus, each piece of equipment would basically have different sets of associated sprites (e.g. in fact, maybe sometimes a specific equipment could reuse different parts? E.g. maybe divide the equipment into specific "classes", that would use the same base shape, but different colouring? (if not be plain palette swaps altogether though I'd still leave some room for doing more detailed palettes) probably you want to draw each swappable piece of equipment separately maybe sometimes even draw the same piece multiple times at different depths, or perhaps with different recolours Hand-drawing sprites for every piece of equipment feels like too much work unless there's a clever setup involved that maximizes the stuff I can do with copypasting. I've considered skeletal animation, but IMO it's often pretty shallow-looking in 2D games, and relying too much on rotation and stuff isn't going too well together with pixelart. I'm way better at pixelart than any other form of graphics, so it's a definitive plus if your approach works well with that. The gist of it is that I want to spend as little effort as possible drawing graphics for each piece of equipment, because that lets me have a lot of different stuff for the players to mess around with, but I still want the stuff to look good. Character customization in this context means that armor and clothes equipped alters the character's in-game appearance as well as their stats. I've recently become a fan of Souls games, and I'm messing around with possible ideas for a similar game, but I'm stuck at figuring out a good way to do character customization that both looks good and is easy to program.
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