HeWhoShallNotBeNamed
Member
I'm working on a game with strategy RPG-style battles. Characters will have the use of various abilities, and while many of these can share basic animations, the total number of different animations (slashing, magic use, drawing a bow, etc.) will still be fairly large. Add to this the fact that characters can be wearing different equipment which will display on the character model, which will of course need a corresponding animation, and I'm looking at a massive amount of sprites if each animation is its own separate sprite. I've been thinking that one solution to this would be to use a single sprite for the basic character model that contains all these animations and animate it in code using draw_sprite_part. I've been mulling around whether or not this is a better solution for a while, and recently saw a video by Friendly Cosmonaut that kind of confirmed to me that it is.
So why question is this: to any of you that have used this method to animate your sprites, are there any unexpected complications and/or benefits to doing things this way that I should be aware of before I even begin? Would you recommend using this method for handling multiple animations, or is there some other way that I haven't thought of to keep both my code and my resource tree as uncluttered as possible?
So why question is this: to any of you that have used this method to animate your sprites, are there any unexpected complications and/or benefits to doing things this way that I should be aware of before I even begin? Would you recommend using this method for handling multiple animations, or is there some other way that I haven't thought of to keep both my code and my resource tree as uncluttered as possible?