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Although, if I wanted a dynamic character system where all of the NPCs and the PC shared animations, would sprites really be the way to go?
Friday, 23-Oct-15 03:10:06 UTC from web-
@mrmattimation Yes. Rendering out character animations and loading them in-game is a trillion times simpler than trying to recreate a puppet model in basically anything
Friday, 23-Oct-15 03:11:12 UTC from web-
@redenchilada And how would player character customization and NPC generation work there? The only way I can think of is exporting animations for each base, then putting the customization objects like hairstyles and stuff on a separate layer and exporting animations corresponding with the bases.
Friday, 23-Oct-15 03:14:01 UTC from web-
@mrmattimation That's probably the ideal way to do it. The exact setup you'd use depends on the engine you're using, but for example, with Clickteam stuff you can make a separate object that's always set to the same position/animation/direction as the main player for each customization layer and destroy the objects that aren't added at the start of the frame. For NPCs, if you don't have a ton of them and you don't want to randomize their appearances, you'd probably be better off baking the needed customizations into the object to simplify things.
Friday, 23-Oct-15 03:17:38 UTC from web-
@redenchilada Hmm. Thanks. These are all legitimate questions by the way, I'm trying to gauge what's possible and what's not with these sort of game makers.
Friday, 23-Oct-15 03:18:57 UTC from web-
@mrmattimation Most of it depends on the framework. I think Game Maker is better at handling object associations but it's hard to learn at first and some things require you to use a scripting language. Clickteam products are simple to get into and all GUI-based, but handling object associations/AI with multiple instances of an object is an absolute clusterbanana because there's no form of object-oriented logicbuilding and barely any way to point one object to another in the first place or even filter the instances decently.
Friday, 23-Oct-15 03:22:30 UTC from web
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