king javo
Member
This should be a simple question, but I can't seem to find anything useful with my initial searches across the web.
Here's the question... if I have a set of frames to show a jump animation, is it (a) better practice to have each frame's canvas size with a tall enough height to allow the frames to store the jumping animation or (b) crop the canvas size to simply the sprite height and width and force the GML code to do the simulating of the jump (basically moving the player up and down on the y-axis)?
My current jump animation has around 8 frames, which I like as opposed to 1 frame for jumping up and 1 for jumping down as I've seen in many tutorials. I know it can add more complexity, but I was curious if it was the way to go as well or if the 1 each method is better and why?
Also, if anyone has any movement code to show as an example of how to use multiple jump frame animations then I'd be grateful if you wouldn't mind sharing a snippet here.
(a)
(b)
Here's the question... if I have a set of frames to show a jump animation, is it (a) better practice to have each frame's canvas size with a tall enough height to allow the frames to store the jumping animation or (b) crop the canvas size to simply the sprite height and width and force the GML code to do the simulating of the jump (basically moving the player up and down on the y-axis)?
My current jump animation has around 8 frames, which I like as opposed to 1 frame for jumping up and 1 for jumping down as I've seen in many tutorials. I know it can add more complexity, but I was curious if it was the way to go as well or if the 1 each method is better and why?
Also, if anyone has any movement code to show as an example of how to use multiple jump frame animations then I'd be grateful if you wouldn't mind sharing a snippet here.
(a)
(b)