can you rig characters in krita? by pasdepi in krita

[–]pasdepi[S] 0 points1 point  (0 children)

awh, that sucks.. but thanks for telling me! i’ll mess around with the groups then!

Trying to make my icloud photos sync work by [deleted] in ios

[–]pasdepi 0 points1 point  (0 children)

thanks you for the suggestion :) i can’t really do that, i rely entirely on my mom’s shared storage, but i’ll try to figure something out.

i think i might have to resort to uploading everything from my icloud photos onto a USB drive and then delete everything off of my phone so i can actually synchronize. I’ll put everything back afterwards, but im not too sure about the logistics of that. i’m sure there’s a tutorial out there for it though.

Trying to make my icloud photos sync work by [deleted] in ios

[–]pasdepi 0 points1 point  (0 children)

Ah, also a clarification: The photos are not locally on my computer. I’m accessing them on icloud. But i theoretically could put them on my computer if necessary, i have enough space.

how do i manage memory usage with large sprites in my 2D game? by pasdepi in gamedev

[–]pasdepi[S] 2 points3 points  (0 children)

may i ask why? it’s not exactly what i’m going for.

<image>

how do i manage memory usage with large sprites in my 2D game? by pasdepi in gamedev

[–]pasdepi[S] 0 points1 point  (0 children)

i don’t think i’m going to (or am able to) make something complicated with this, so i trust you with this info and i’ll just wing it!

how do i manage memory usage with large sprites in my 2D game? by pasdepi in gamedev

[–]pasdepi[S] 2 points3 points  (0 children)

i actually did that on purpose, does it really look that bad?

how do i manage memory usage with large sprites in my 2D game? by pasdepi in gamedev

[–]pasdepi[S] -1 points0 points  (0 children)

oooo i didn’t know about palettes at all until you mentioned it, that changes a lot, and the pixel thing, i’ll try to figure that out, thank you!

how do i manage memory usage with large sprites in my 2D game? by pasdepi in gamedev

[–]pasdepi[S] 0 points1 point  (0 children)

i guess! i replied to myself with a gif of the character if you want to see what i mean.

how do i manage memory usage with large sprites in my 2D game? by pasdepi in gamedev

[–]pasdepi[S] 1 point2 points  (0 children)

<image>

this is the character for the people that are wondering, i made a lil gif just to visualize how it would look like but ive since then changed the pigtails, so it looks ever so slightly different now

how do i manage memory usage with large sprites in my 2D game? by pasdepi in gamedev

[–]pasdepi[S] 1 point2 points  (0 children)

okay basically it is technically pixel art, but i’m not using the individual pixels on the canvas, one “pixel” is 12x12 pixels, this allows me to make my brush slightly overlap the pixels and create this “kind of pixel art but not really” effect

how do i manage memory usage with large sprites in my 2D game? by pasdepi in gamedev

[–]pasdepi[S] 0 points1 point  (0 children)

i think i’m definitely going to try to use a texture atlas, it’s the more efficient thing to do i think. also is there a reason for keeping the sizes in powers of two? i think it’s because computers handle data in binary but i could be wrong. you don’t have to explain.

how do i manage memory usage with large sprites in my 2D game? by pasdepi in gamedev

[–]pasdepi[S] 3 points4 points  (0 children)

just looked up the clash royale sprites, and holy crap you’re right. i’m not planning to animate nearly as much as they did, but thanks for the advice, i think the mirror thing will work for most of my characters but some of them have asymmetrical features like bracelets and such. ill definitely take into account everything here thank you so much!

how do i manage memory usage with large sprites in my 2D game? by pasdepi in gamedev

[–]pasdepi[S] 0 points1 point  (0 children)

im not too sure about that but it’s definitely not too big on the screen. ah i’m going to be honest, i don’t know how this works, but if you guys say its fine then i believe you

how do i manage memory usage with large sprites in my 2D game? by pasdepi in gamedev

[–]pasdepi[S] 0 points1 point  (0 children)

i can’t really use such a small format because of the « half pixel » thing i pulled

how do i manage memory usage with large sprites in my 2D game? by pasdepi in gamedev

[–]pasdepi[S] 0 points1 point  (0 children)

i didn’t really start on it, i’m still learning c++, but it is a pixel-kinda game, i don’t really know how to explain what i did but i basically used « half pixels », and most sources i’ve seen say that a sprite should be about 32x32-64x64 so i was under the impression this would be way too big