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Topics - cantgetno197

#1
Hi, I've been working on a game for a while which has a quasi-turn-based battle system with real-time components.  The system uses a top-down view and requires the character to look in one direction and move in another.  They can also rotate by any angle.  Basically, top-down "WASD" movement with the ability to look in any direction, except moves are planned and not done in real-time.  I've tried a number of ways of going about achieving this and have read every post on the topic I can find but nothing seems to work.  I don't want to make 6 billion sprites, one for each possible orientation and walking direction.  My sprites are small and I would think can be rotated on the fly without slow-down.  Therefore my ideal solution would be to simply have FOUR views: looking forward - walking forward, looking forward - walking right, looking forward - walking left and looking forward - backward. Then I would take all the frames in the appropriate animation and simply rotate them either on the fly or pre-make an array of some sort in dynamic memory.

However,  I've tried to accomplish something like this with DynamicSprites but it doesn't seem to work as I don't think you can change the sprites in character views in real-time.  Does anyone have any advice?
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