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?
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?