Brawl imports : Sprite Characters (Concept)

Started by Roo, May 21, 2011, 06:35:05 PM

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that's why I'm not putting my new Riku as a sprite char XD

think of this:
Riku has 4 forms, a back facing state, and a hurt state...
and that's only the beginning...

you also have to tie in a platform state as well as a team-up state for 2 of the forms...
each with the basic states above

for Riku alone,
that's 36 different standing animations (36 different char animations)

and let's not forget his teammate, Sparx...
Sparx has only a back state (it's a robot)

not to mention sprites for the different platforms,
and sprites for the effects and attacks of all those different forms...

when you add that all up, it equals a heck of alot of sprites D:

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you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

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You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

why not use one square as a "sprite" and rotate the sprites with PAT0 :3

or you could do Roo's method with VIS0.

I see PAT0 as easiest but Roo's more flow to make
Stupid Tinypic :C

Quote from: Roo on May 22, 2011, 01:30:53 PM
I think your misinterpreting how the process is going to be done exactly.
nnnope

1 new polygon for every frame right

I polygon for every sprite, actually, and you leave out reverse sprites.

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