Weapon and Foreground/background graphics
TinyTimidTurtle
Member Posts: 15
Hello! So after figuring some basic things out for my platform game, I have come up with many more questions. I have created animations for my character to run and walk. When I started to think of weapon mechanics I began to wonder how the animations and hitboxes work. Also, now that it is time for me to make the actual level design, I came up with more questions. Here they are:
- My game is pixel based, and the character limps are only 1 pixel wide. Do I need to design individual sprites of my character holding each individual weapon? So when they pick up a new weapon, there is an entirely new sprite for the character rather than just a new sprite for the weapon. Or, is there a way to have an individual sprite for the weapon and have the weapon sprite placed on the character sprite.
- Is there a way to create a visual field around the character? For example, I want my character to be in a dark cave. The only visual area is the area the beam of the flashlight he/she is holding. Or maybe a circular area around my character is the visual field.
- Is it better to create dozens of tile sets and place them within game salad, than to create one large image (roughly 2880 by 1800) in photoshop/gimp and then break it up into smaller grids of 512/512. I understand the former method is the more common way of making scenes, but I think it often shows too much receptiveness in platforms. Is there a way to prevent this receptiveness while using tile sets? I know the game Superbrothers: Sword and Shield used large image sizes and I wanted my game to have the same lack of design receptiveness that game does.