Is there a chance of creating an animation for throwing seeds up?
ShidoBox
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Lovely!! Thanks for the ase files. Today I want to give my feedback about file structure, mainly about consistency. In the main folder you have for example:
- 2_Characters
- 3_Animated_objects
- 4_RPG_MAKER_MV
Where you use the "_" as a space separator, but inside the "2_Characters" folder you space as a separator on the "Character Generator" folder. I personally prefer using the "_" because it avoids compatibility issues on cross development since Linux and Windows handles spaces on paths differently.
On:
- Eyes
- Hairstyles
- Outfits
You group them by resolution but in "Bodies" and "Accessories" you don't.
Much love ❤️
In my project I have a pipeline to use a custom binary file that I generate based on other software files (aseprite, tiled, photoshop, etc...). This allows me to have a more dynamic workflow, specially when making constant small changes.
If I use a png file, my workflow would be:
Aseprite --> Export to png --> Load the data into my project --> Use
The workflow solution above results in two files with the same purpose (if you don't forget to export every time you make a change). Using source files, it is:
Aseprite --> Load the data into my project --> Use
Resulting in only one file and without the mentioned export problem. This may seem very specific for my case, but considering that popular game engines such as Game Maker, Unity and Godot have plugins that allows this kind of usage, I think it's a valid point.
That is not a big problem when working with few files, since I can open the png file in Aseprite and save them again, but when doing it for every hairstyle, in every color it's starts to become a little boring. Not to mention that I presume that you already have and use the .ase files.
About the recoloring process, I was trying to do something similar to my project using your assets, but was not successful due to a few things.
When I think about color customization in characters, it usually consists of a 3 color palette: the base color, the darker and the lighter. I think the correct approach would be using a transparency system.
In this system, the user would select a base color and the white and black/gray would be added by layers with a reduced transparency, but I'm afraid this solution would require you to redo the character sprites.
An alternative approach would be to just replace the color in aseprite to a predefined one, as is explained here. I would also love to have the aseprite files in the bundle.
Much success in your career and sorry about the long comment.