Isometric unit animation setup on RTS

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Post » Mon Feb 17, 2014 5:34 pm

Is there any difference really if I put all unit animations to same sprite or would it be better to make separate sprites memory wise?

Or could it cause some other issues. I was thinking around 30-40 units.
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Post » Mon Feb 17, 2014 5:47 pm

I put all my animations to a individual characters in 1 sprite. (logical really) Cos when I name that character, i can reference it by it during my program, and you can reference individual animations within that sprite.

Simply add all animations relating to 1 units in 1 sprite.

I would makke a sepperate layout (somthing like objects layout), and place the units on there.
And spawn/create them on the needed layouts.



Some notes:
Isometric is a tough cookie when it comes to decent imagery supporting 8 directional movement with animations, file size wise that is.

I have lots of animations, 8 directions, 8 frames per animation.
So each animation, for any single one character is at least 64 images.

In my current project: boad game, I have 7 characters, each character has 5 animations (idle, walk, attack, being hit, and death)

The images used are relatively small as I cropped the white space. (approx 120x150)

All in all, these 7 characters, 5 animations each, 8 angles, 8 frame per animation, already take up roughly ~50mb

lennaert2014-02-17 17:48:58
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Post » Mon Feb 17, 2014 5:55 pm

Yeah, true. But it's fun as hell playing that.
Last edited by shinkan on Thu Feb 27, 2014 1:23 am, edited 1 time in total.
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Post » Mon Feb 17, 2014 6:02 pm

@shinkan

wow 16 directions xD


18 animations ????
I just saw one with the walking.


I downloaded it and tried :) looks sweet hehe, didnt run into any enemies though, collected a bunch of boxes.

I tried glancing in your soldiers sprite, but it also has the game inside ;)

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Post » Mon Feb 17, 2014 6:06 pm

soldier sprite is something like a "demo" where all directions and animations are presented in interactive way.
I made this soldier for sale, demo was created just to show sprites and game example to show how they behave in action :)
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Post » Mon Feb 17, 2014 6:08 pm

@shinkan, thats pretty smart, great demo :)
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Post » Mon Feb 17, 2014 6:12 pm

@lennaert Thank You! :)
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Post » Mon Feb 17, 2014 6:43 pm

@shinkan, Nice Cannon fodder style game

@lennaert, I usually like to have as few different sprites as possible. Maybe I could try to but them on same at first and if it causes any performance issues then make them individual.
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Post » Mon Feb 17, 2014 6:47 pm

The images are only really bloating your projects size. It doesnt directly affect your performance.   It does however, if its simply way too big and the device it runs on has small memory or a terrible (or none) memory manager.

In my time with construct 2, the only real performance problems are programming approaches and flaws made by the developer.

That board game of mine, 50mb, on my laptop it runs @ 50/60fps wwith only ~10% cpu usage :)
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Post » Mon Feb 17, 2014 6:49 pm

@Katala bare in mind that if Sprite is present in layout it will be loaded completely into memory. All animations and all frames.
If you want to have 30-40 different units I propose to make them as a separate objects. Or group them in few sprites.
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