Got a few questions regarding custom sprites. ^^; Firstly, since they can walk in 8 directions, is the viewpoint isometric, or is it top-down? Secondly, since the size has to be 32x32, do they have to fit those dimensions exactly, or can they be smaller if necessary? Thirdly, is there a limit to the number of frames any particular animation can have?
Originally Posted by Spaceman Strife Got a few questions regarding custom sprites. ^^; Firstly, since they can walk in 8 directions, is the viewpoint isometric, or is it top-down? Secondly, since the size has to be 32x32, do they have to fit those dimensions exactly, or can they be smaller if necessary? Thirdly, is there a limit to the number of frames any particular animation can have?
1. The sprites must be in iso-metric form
2. the maximum size of the sprites is 32x32 and minimum, about 16x16 meaning that you can go anywhere from 16x16 to 32x32
3. No limit on number of frames, animate as much as you can =
Umm, It's sorta tough for me to make Isometric animations.
And I'm kind of confused, is this going to be 2.5d, Isometric, or Top-View with angled graphics?
2.5d = sidescrolling, 8-dir movement, and vertical scrolling for the jump only
(vertical scrolling is rarely even used since most 2.5d games don't use platforms),
2.5d usually only uses 2 directions for animations (left and right) but can have more.
Iso = usually but not always grid-based, up-left, down-left, up-right, down-right directions are used for animations.
There is NO up, down, left, or right animations used in Isometric. If grid then diamonds are used.
Top-View = usually 2, 4 or 8 direction anims used, if grid then squares (not diamonds) (diamonds are Iso)
I don't like the term "Top-View" because it should mean and once did mean graphics viewed straight down, directly from above.
But for some reason it has come to most commonly mean 8-directional free roaming no matter what angle the graphics are at, and that just annoys the hell out of me. (Angled Top-View might be a more accurate phrase to use)
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There are no stipulations that say you cannot have up, down, left, or right in isometric graphics. Many, of not most, isometric games do have those directions. O_o Isometric simply defines an exact angle (2 X per 1 Y) for you to draw at.
In MATH that's what it means yes. In VideoGames it almost always means diamond grid hexes. The definition is something like "equal length lines that meet at a point". I've never seen an Isometric game with up, down, right, or left directions for anything.
Maybe there's some obscure Iso game out there that uses the up, down, left and right animations for when the character turns around or something like that but if so I haven't seen it yet.
Blood of the Ancient One, Seen only as Shadow, Faster than Lightning, Fierce as the Greatest Dragon, Nearly Invisible, Floating in a Dream, Entered through the Demon Door, Destroyer of Evil in a Realm with a Red Sky Scarred, Who could I be ?
Blood of the Ancient One, Seen only as Shadow, Faster than Lightning, Fierce as the Greatest Dragon, Nearly Invisible, Floating in a Dream, Entered through the Demon Door, Destroyer of Evil in a Realm with a Red Sky Scarred, Who could I be ?