Thank you! That's a good idea! Exactly now there is a lot of work in queue and I'm trying to free some time to push all the stuff to finish. So, as always - no promises, but I've put a bookmark on this request and I will see what can I do)
enGVee
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Yes, I noticed and I know this can be frustrating. And here is no good notification and conversation or personal mail system. The only way to know in advance is red text in top of site. Anyway, I sent a messsage on your email (as***0**ic*@*mail.com). Maybe you will need to check spam-folder, because there are special private links for you. Please, check it and answer if all is working fine
Thank you for you support! Have a nice day!
Greetings! First f all I need to know, what is exact frame quantity limit? I mean do they need to be exactly 8 frames or can be i.e. from 6 up to 12 frames or 10? Just to know how many keyframes I can put into. If need exactly 8 - no problem, I'll try to adopt accurately.
I think it's a good idea to update a such variation. It can be very handy for old devices, for designation of world map events, for step-by-step or chess games and monster points like in Heroes 3. I'll try to do updates, but you need to be patient - this can take a piece of time, keep finger on pulse.
Hi! I had uploaded special version of isometric Medusa with 8-frame length animations.It is available on page of isometric version: https://engvee.itch.io/animated-isometric-medusa I think it's not the best choice for realtime active games, but very handy for game- or world-map monster-spawn points, like Heroes 3. Anyway, it's ready to go. There are 3 files - game-ready spritesheets of 180p, 256p and 320p frame-size; separated frames of same sizes and a huge source 1024x1024 pixel frames for downscaling, packing, resampling and so on. If you need another framerate on some specific animation, leave a comment. Hope it would be helpful )
Reducing framerate can be slightly difficult. Some animations are more stable, like idling, so every nth frame can be used. In this case animation will loose its smoothness but you can do so if this is okay. But uneven animations, like attacks, have long phases of preparing and short phase of attack itself. So with simple frame-skipping it can result loose of crucial frames.
That's why you can reduce frame quantity, but for better result you need to manually pick frames that will keep completeness of animation.
P.S. I'm planning to update Isometric Medusa sprites in different spritesheet sizes and in 16 directions with 22.5 degree step. With stable 8 main directions and better angles with another - extended - 8 directions
It's the best way for pixel-art games with very small sprites, like 32x32. But with heavy sprites, like 320x320 each frame will hold 320w*320h*4rgba = ~400kilobytes. ~100 megabytes per one animation in all directions. And of course a long time to load.
With a very small amount of memory you need to load each spritesheet on the fly. With some greater volume you can keep spritesheets of adjacent animations. In example for 8 direction: character now is «Idling» in 45° . So 0° and 90° «Run» animations can be predictively preloaded. If character is now «attacking» with «Attack_01» in 180° you can preload «Attack_02-03» before animation end to make a combo with various attacks AND keep in memory «Idle» in 180° to switch to it if there is no attack commands from gamer. All another animations can be unloaded.
Also, your engine must be quick and well-coded enough. Graphics data must be shared between routines BY REF and NOT copied many times BY VAL. Tiles and enemies, that are not in the space of two screens from camera, must be unloaded. Sprite games are running smoothly even in 30 frames per second (instead of 60) that gives you a lot of free CPU-time. And so on...
In example, two routines: one, that is reading a million lines txt file line by line will end in 10 seconds while another one that is reading the same file by few megabytes binary chunks will read entire file in 0.01s. Unfortunately, I saw game engines with code of first type. Today's engines can keep millions of frames and tiles at the same time with optimized CPU and memory usage.
When I was doing games in the past, I found tonns of platformer and top-down sprites, but nothing valuable in isometric projection on all the entire internet space. So I decided to create them by myself and use in RPGs, tower-defence, RTS and turn-by-turn games, like Blizzard, Microsoft and others did and I tested many approaches to have smooth and stable rendering.
I have in plans to code a program with an isometric level where you can test isometric characters, but there is a lot of work in real so unfortunately I have no free time at this point.
My english is very bad but I hope it's readable and somwhere understandable )))
Hi! This is a very abstract question and solution highly depends on what engine do you use. Most of game engines have some API to load sheets into sprites. Each frame of different animations has the same center point. When you need another animation you can just load another sheet file (and unload old one).
Some very long time ago I had some doubts about this, but after many tests I found, that most of game engines are able to load hundreds of frames from disk memory without any notable game freezes, and thousands with only slightly framerate slowdown from 60fps to 40. This means that you can load new spritesheet from disk memory for another animation just on the fly. But of course is better to load a sheet instead of thousands of separated frames from disk. I'm posting separated frames because they are non-optimized full-color and maybe somebody will want to make some another kind of sheets format.
The same approach was in games, like Diablo, Baldurs Gate, Age of Empires, Stronghold and others. And world level landscape, trees, buildings, water and other tiles were preloaded on the fly when main character was near these game places.
The only exceptions are some visual-block-programming game construction kits, where you cannot dynamically load assets (or this is very complicated)
Yep! 5 pounds are already yours, bought it!
First of all: your character is big enough. It's awesome! Among all these babies of -16 or -32px size)
My advice is to post here some/more cool paid characters.
In example I have found tonns of mages and knights or skeletons. But only one over all the internet sprite of redhead gunwoman with poor animation stack but awesome dynamics, cloth phys and lightning in drawing. I mean that even today gamemakers want some cool new stuff ))
I wish you good luck and have a nice day! Thank you!
Hi! You're welcome: sideview skeleton
Update: there is something strange with itch.io server. I can't edit posts, add images, links are not working properly.
But there is a sideview skeleton version already and it's free. Try to go from my main profile page. If not, try later, because exactly now itch is lagging















































