Hey ladies/gents
I've been working on Adore (my adventure game engine) and I'm currently looking at how to arrange animations.
AGS kinda works like this:
Views have Loops which have Frames which are references to Sprites.
In adore it's slightly different.
It's more memory efficient to store an animation in memory as a texture atlas like this:

So in adore we have:
AnimationSets which have Animations which have a Texture Atlas (which is taken directly from a file on the filesystem like all sprites in adore) and a list of Frames which contain the delay info.
Now, I know that some consider the whole View system of AGS to be a little archaic and unintuitive so does anyone have any suggestions as to how they would prefer animations to be handled?
What do you think of the idea of having a named texture atlas for animations instead of individual numbered sprites like in AGS?
I've been working on Adore (my adventure game engine) and I'm currently looking at how to arrange animations.
AGS kinda works like this:
Views have Loops which have Frames which are references to Sprites.
In adore it's slightly different.
It's more memory efficient to store an animation in memory as a texture atlas like this:

So in adore we have:
AnimationSets which have Animations which have a Texture Atlas (which is taken directly from a file on the filesystem like all sprites in adore) and a list of Frames which contain the delay info.
Now, I know that some consider the whole View system of AGS to be a little archaic and unintuitive so does anyone have any suggestions as to how they would prefer animations to be handled?
What do you think of the idea of having a named texture atlas for animations instead of individual numbered sprites like in AGS?