Development Forum |
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| Peppery One
Papriko
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4/14/2010 | |
As you all know very good is Creatures in a side view. I wanted to make an agent which has it's own direction.
That means it needs mirrored sprites. My question is now: What is better in the relation of gamespeed and diskspace? Making all frames twice, once for left and once for right, or using the MIRA command which mirrors sprites of a certain object directly in the engine?
Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis... |
Moe
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4/14/2010 | |
That's something I've never really tested before, and I don't know the technical aspects the game employs to store images, much less mirror them, but given today's computational power, it's probably not going to make a big difference either way.
If you can, I'd just MIRA them, but bear in mind that the engine can't operate some functions on the mirrored sprites, like the ALPH command. They might also have trouble on cameras, but I've never tested this specifically.
Also, your agent's "CORE" (bounding box) and PUHL (pickup point) will NOT be flipped, so if the agent leans more to one side than the other, the hand may not be able to pick up the object from the visible part, but will have to right click on the dead space where the agent's sprite "used" to be. Example:
[<==E____]
^ That is a fish sprite, the brackets denote the sprites edges, and the '_' denote dead 'black' space. Note the dead space on the right. If you go to pick up that object, you will right click on the left "visible" part, however, when MIRA'd, it becomes:
[____3==>]
But you'll have to click on the dead space on the left to pick up the fish, right clicking on the "visible" part on the right will not work. This happened to me once, and I THINK that was the issue. Perhaps someone should try it again and see if it holds true in all cases, or if there is a work around. However, if your fish sprite is centered: [<==E], you won't have that problem.
As for disk space, of course mirroring the sprites is the way to go, but you should consider trying both ways and debugging any issues, and use Clucky's Agent and Room Information tool to measure the engine's PACE to get a feel for the performance impact.
Hope this information is helpful. |
Peppery One
Papriko
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4/15/2010 | |
Hmmm, okay... PUHL and CORE won't make problems, I never needed to change them and always crop my sprites. Perhaps in the default position it has a bit blank space on the top, but I guess that isn't so fatal.
I think I'll try both and simply use the way that is easier to organize... XD
Thanks for your detailed answer!
Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis... |
Moe
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4/15/2010 | |
Well all of C3 used a set of flipped sprites and it runs fine even docked with DS, so you shouldn't run into any problems. It's scripting that is the devil of performance. And you're welcome. |
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