Solved Is it possible to have a transparent character that is synchronized with the player character's state?

Question that is answered or resolved.

hbdhl

Active member
Assuming that transparent character B's sprite is a separate weapon, because the position matches player character A's actions, transparent character B reacts the same way when player character A performs a move, attack, jump, or take a hit action.
Currently, a new set of sprites would need to be arranged to show the player character holding a weapon - most of them are just a simple combination of the original picture and the weapon picture ......
So, if I have transparent character B as a "floating" weapon, I can let the engine itself combine character and weapon pictures. This would increase the utilization of sprite images. Is this idea feasible? Maybe some OpenBOR games done this?

All of the above is my shallow imagination ...... I hope that teachers who specialize in these are willing to take the time to answer this query of mine, thanks.
 
Last edited:
Assuming that transparent character B's sprite is a separate weapon, because the position matches player character A's actions, transparent character B reacts the same way when player character A performs a move, attack, jump, or take a hit action.
Currently, a new set of sprites would need to be arranged to show the player character holding a weapon - most of them are just a simple combination of the original picture and the weapon picture ......
So, if I have transparent character B as a "floating" weapon, I can let the engine itself combine character and weapon pictures. This would increase the utilization of sprite images. Is this idea feasible? Maybe some OpenBOR games done this?

All of the above is my shallow imagination ...... I hope that teachers who specialize in these are willing to take the time to answer this query of mine, thanks.

Sure you can do that, and it's how we always recommend you handle particle effects like glowing hands or whatever. For weapons though, I wouldn't. You'll very quickly discover its rather tedious to maintain binds like that, especially if you want the shadows to look right. Plus, if you think you're being cute with memory, think again. OpenBOR already optimizes sprites on the fly. It's going to cost you just as much or more for the extra script and model than the weapon sprites would.

Just make the extra sprites and get on with your day. :)

DC
 
Sure you can do that, and it's how we always recommend you handle particle effects like glowing hands or whatever. For weapons though, I wouldn't. You'll very quickly discover its rather tedious to maintain binds like that, especially if you want the shadows to look right. Plus, if you think you're being cute with memory, think again. OpenBOR already optimizes sprites on the fly. It's going to cost you just as much or more for the extra script and model than the weapon sprites would.

Just make the extra sprites and get on with your day. :)

DC
Thanks for the answer, I get it.
 
Back
Top Bottom