I am making a top-down style game where the player can walk in 8 directions. However, I only have sprites (currently) for this character facing 4 different directions (no diagonal sprites). If you are walking diagonally, the sprites shown will be the back sprites or the front sprites (never the side sprites).
Do you guys think this is cheap/ lazy or do you think something like this works just fine?
Personally, I see this as lazy and of lower quality than a game that uses a full 8-direction animation cycle.
I've used the four-direction animation cycle for eight directions, and it's obvious that less time has been spent on it. My only excuse is that I was short on time:
http://create-games.com/download.asp?id=7818
If you have time, and definitely if you plan on selling it as an app or commercial Flash game or whatever, then I suggest you develop the 8 directions. The difference in quality is significant.
If your character shoots in 8-directions then it's better to have some visual feedback to show when they're looking in diagonal directions. But if they don't actually fire projectiles in the diagonal directions (such as a swinging sword attack like Zelda) I think you could get away with using 4 animation directions.
Originally Posted by s-m-r Personally, I see this as lazy and of lower quality than a game that uses a full 8-direction animation cycle.
I've used the four-direction animation cycle for eight directions, and it's obvious that less time has been spent on it. My only excuse is that I was short on time:
http://create-games.com/download.asp?id=7818
If you have time, and definitely if you plan on selling it as an app or commercial Flash game or whatever, then I suggest you develop the 8 directions. The difference in quality is significant.
Thanks s-m-r, that's definitely something to consider since I am planning on selling it commercially. Furthermore, do the left /right sprites look more like 3/4 sprites to you (meaning I'd actually have to create more side-on sprites for left/right.)
Originally Posted by nim If your character shoots in 8-directions then it's better to have some visual feedback to show when they're looking in diagonal directions. But if they don't actually fire projectiles in the diagonal directions (such as a swinging sword attack like Zelda) I think you could get away with using 4 animation directions.
That's exactly it nim. Projectiles only work in 4 directions!
Originally Posted by Carnivorous id I'd have to see it in action. I still play a lot of old games that use that formula. If the gameplay works, I say go for it.
Yeah haha , I do realise seeing it in action helps. I can send you an example if you like? Otherwise the gameplay doesn't require it at all - just aesthetics.
Originally Posted by lembi2001 Might just be me but the first 2 sprites look like they are diagonal sprites anyway
I can certainly see why you may think that haha I tend to draw characters in a more 3/4 view for sprites facing left and right. The way I draw it looks more interesting that way. Though up until now I have only ever done platformers and not 8-directional games.
Originally Posted by Chloe Sagal The hands on the front view sprite look very strange, imo. Other than that, they look fine.
I totally agree with you, Chloe however I exported the sprites at 300dpi instead of 72dpi so they will actually be smaller than what's shown here and at actual size they are too small to notice
Originally Posted by Chloe Sagal The hands on the front view sprite look very strange, imo. Other than that, they look fine.
I totally agree with you, Chloe however I exported the sprites at 300dpi instead of 72dpi so they will actually be smaller than what's shown here and at actual size they are too small to notice
Originally Posted by Chloe Sagal The hands on the front view sprite look very strange, imo. Other than that, they look fine.
I totally agree with you, Chloe however I exported the sprites at 300dpi instead of 72dpi so they will actually be smaller than what's shown here and at actual size they are too small to notice