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December 31st 2024, 10:35 PM
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SimonK
Peasant He/Him Australia
 
In particular, I'm thinking about the number of images used to display an action.

Last century, with the original engine, you generally had 8 to 12 images per animation cycle for walking (generally 10 for NPCs) and around 5 or so for attacking animations. Dink dying was 14 images.

Now I've been experimenting with sprites that have around 12 to 30+ images per walk cycle, and more recently up to 26 images for attack cycle - and while I haven't seen any noticeable lags, occasionally weird things happen, like Dink's dying graphics don't always play on his death, and I'm using the init(load_sequence_now ); command along with the preload_seq(); command just to get stuff to play like magic effects.

Getting the animation cycle to look decent (i.e. reduce sliding feet as the sprite moves around) varies, and in some ways using less images per cycle is better as the feet don't slide on the ground as much as they can with higher images per cycle.

These are all png with alpha channel.

What is the best way to test or verify what the limits are, other than just playing the dmod?