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Ghost Hive
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Buen juego me gustó, ya había visto unos video, y de echo soy programador también y tengo un tiempo como GameDev, estaba plantiando una idea para un juego y estaba buscado una manera de matar enemigo y me vino a la mente que sea aplastarlo con el purgar ya que había visto uno de tus videos, tengo un GDD con esa idea, le gustaría compartirla contigo.
Each row should represent a different action (e.g., Row 1 = Walk, Row 2 = Jump, Row 3 = Attack).
Each column represents the next frame in that animation.
Although modern motors are more flexible, the professional standard is that the total canvas size should be a power of 2 (e.g., 256/256, 512/512, 1024/1024).
By the way, I'd like to talk to you privately, I tried through Instagram but it won't let me.
To collaborate:
Oh, very good.
Yes, the point is to position the canvas at the necessary size to fit all the frames of the longest animation.
For example, if your tiles are 16x32, and the longest animation has 12 frames, then I would make the canvas 190 px Although other animations may have fewer frames, it's a basic way, because there are other ways but you can start there.
By the way, the Sprite Sheet doesn't have the logic you indicated; it has a very strange logic.
Hi there! First of all, thank you so much for sharing your work; the art looks amazing, and it's a great contribution being free.
I’m writing just as a suggestion to make it even easier to use in game engines:
Organization: It would be very helpful if the spritesheet had a fixed horizontal order, where each row corresponds to a different animation (for example, row 1 for 'walk', row 2 for 'jump', etc.). This makes slicing the frames much easier.
Space Optimization: There's no need to export frames for both sides (left and right) or opposite diagonals. In game development, we usually use just one side and apply a "flip" through code. By removing these duplicate frames, the file size will be smaller and more efficient.
Thanks again for your effort and for sharing your talent!
