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(1 edit)

Awesome asset, currently implementing it into my game. Was just wondering why certain frames are not spaced into 64x64 grids as opposed to other. For example idle_normal_loop_x all fit in 64x64 grids, whereas walk_normal_x do not and have to take each frame in order to re-arrange it.


Edit, some of them require 96x96 grids to get centred properly

(2 edits)

They are arranged with the smallest border necessary for performance reasons, but keeping eventual paperdoll spaces in mind (e.g. helmets, spears or other things which would go over the frame).
The bigger the dead space, the more performance / 2D memory on the graphic chip it usually costs, and it can quickly sum up if you are not using a sprite atlas system or texture packer. I can't really save the assets the right way for every project, because the animations needed and the way of implementation always differs, but FYI I was following the most common approach gamemaker / unity tutorials show.

My only issue at the moment is that I’m stuck trying to create my own atlas where every frame fits in a 64x64 boundary. It’s very time consuming since I need to go through the attack, walk, and run animations and move the frames to fit the said 64x64 per frame format.

Hmm... There is not much I can help you just with comments here. Could you send me an e-mail to the address written in the Readme file?