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Author Topic: Brawl imports : Sprite Characters (Concept)  (Read 9336 times)
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DarkPikachu
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complexity == fun

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    « Reply #30 on: May 22, 2011, 08:22:11 AM »


    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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    pikazz
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    Machinimator!

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    « Reply #31 on: May 22, 2011, 10:54:57 AM »


    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
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    Stupid Tinypic :C

    cuckoos
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    let the pupies hit the floor

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    « Reply #32 on: May 22, 2011, 08:51:21 PM »


    I think your misinterpreting how the process is going to be done exactly.
    nnnope

    1 new polygon for every frame right
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    ForOhFor Error
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    « Reply #33 on: May 23, 2011, 04:20:15 AM »


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