- pumpkin spike
- Posts: 76
- Joined: Fri Mar 09, 2018 6:13 pm
- Projects: A Bureau of Monsters
- itch: pumpkin-spike
- Location: A Pumpkin Patch
Currently, I've been drawing a full sprite (via copy and paste and then changing expressions/some posing) and just showing/hiding the character as I go through the story. Is that effective?
I've also noticed that some games make use of parts of a sprite, like they'll have a base face, then change only the part that is affected to make a new expression or pose. This gives more options, but with so many pictures/options, would this slow down the game? I haven't tried this method yet, but it seems like I'll need several lines of code to show the image of one character in one expression.
Are there other (better) ways of showing a sprite in a game?
Every time I try to make a game, I run into a "trap" of wanting to have more expressions each time I feel like the character should be making a different face. (ex: a character can have several stages of anger, starting from annoyance. I would think I shouldn't draw more than one stage of anger, but I am tempted to draw all stages.) Is there a good way to combat this? I tried starting with a list of expressions this time, but I'm still pretty unhappy with how few expressions I seem to be able to express.
- Posts: 113
- Joined: Fri May 19, 2017 4:04 pm
- Tumblr: puppetbomb
- itch: puppetbomb
- Location: USA
Also ask yourself if you would rather spend time exporting image files from a program vs. programming more lines of code. While graphic bugs are relatively simple to remedy, bugs in code can be tricky to replicate, locate, and/or fix.
About slow-downs: Visual novels in general doesn't use up much power as, say, a full 3D game. Unless there is a memory leak (which is hard to create in Python, thankfully) I highly doubt image layers will cause any kind of lag.
- Miko-Class Veteran
- Posts: 712
- Joined: Sat Nov 07, 2015 3:09 pm
- Completed: Pervert&Yandere, Stalker&Yandere
- Projects: Roses Of The Thorn Prince
You'll probably be using .png images at normal sizes for the layers, so you'd have to get a lot of them with a lot of detail before the average computer starts to lag because of it. Unless you add things that would cause a lag beyond regular sprite showing, I doubt you'll manage to get even a split second delay.
Want some CC sprites?
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