Weight it against: smaller texture sizes, possibility of more rich animations (not only frames, but combination of frames and tweens), The above performance hit is mainly from calculation point of view, not rendering. So, there is performance hit for sure, but it depends on how much sprites you have, whether it is relevant to you. position, scale and rotation of every node has to be calculated too. So, if every part is tweened, there will be more tween functions to evaluate, tweening function has to be evaluated every frame. If sprite is cut into x pieces and each is animated there will be x * n animation updates, if sprite is animated in one piece, then there is running some animation updat with time n. I am sure, there will be performance penalty, but I do not know how big. Has anyone ever done this before in phaser or JS? I would appreciate any examples/advice/comments.
SPINE2D HOW TO EXPORT OLDER JSON HOW TO
Thing is, I don't know exactly how to go about it. I want to do this, or at least explore the option. This would make sprite creation 1000x easier and 1000x more customizable.
SPINE2D HOW TO EXPORT OLDER JSON CODE
This would also make it easier for people to contribute to the game and increase customization because you can swap out random parts: armor, weapons, even body parts to create new character models.Īfter I created the first one, I would basically never need to touch code again because I could just follow the template of the first for creating the individual parts. I could just swap out interchangeable parts.
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In my case, all game characters are humanoid and have the same shape/proportion. If I used this methodology, I wouldn't need to create a JSON file for each sprite so long as the proportions are the same. What if there was a better way? I was thinking of cutting the game character into separate parts: the head, arms + torso, legs, hands, weapons, etc and tweening them independently, sort of like this. This works but it makes the process of creating sprites very tiresome and impossible to edit once the final image, containing all frames, is made. The sprites in my game use a traditional spritesheet with over a 200-hundred or so frames for each direction and animation (there are 8 directions, hence a lot of frames). I've been having one of these big 'what if' moments lately.