by Lioyd_Irving » Tue May 15, 2012 3:29 am
It's always been bugging me a bit, but rarely has
anything bugged me as much as it has
for the last few days.
Spoiler: Short story long
Had a fair bit of success in constructing a framework for a personal project of mine (which, as some may have guessed, is a 2D fighter).
And when inevitably confronted with the need to make my characters turn around, I've been given the lovely choice of [wiki=Sprite#Angles]1) an obscenely enormous waste of space[/wiki], or [wiki=TEXTURES]2) a marginally lesser waste of space that's hacky, messy, inconvenient and painstaking.[/wiki]
I'm talking stuff like manually, individually tweaking every single sprite's offset, one by fecking one, only to serve a flimsy, buggy, and horrendously unnecessary mess that gets all but unworkable past 29 sprites.
Thing is, well -- fighting game. 29 sprites isn't even enough for one move.
Does it really have to be that way? Are missing rotations really that big of a deal? Whatever rotations ZDoom doesn't find, what's to stop it from simply displaying nothing -- like it does with missing sprites -- instead of flat-out refusing to run at all? Is it something with the Doom code?
Spoiler:
And will you be so kind as to try not to let your response be influenced by how much of an execrable feckwit I've come to be known as?
It's always been bugging me a bit, but rarely has [i]anything[/i] bugged me as much as it has [url=http://forum.zdoom.org/viewtopic.php?f=19&t=32819]for the last few days.[/url]
[spoiler=Short story long][size=85]Had a fair bit of success in constructing a framework for a personal project of mine (which, as some may have guessed, is a 2D fighter).
And when inevitably confronted with the need to make my characters turn around, I've been given the lovely choice of [wiki=Sprite#Angles]1) an obscenely enormous waste of space[/wiki], or [wiki=TEXTURES]2) a marginally lesser waste of space that's hacky, messy, inconvenient and painstaking.[/wiki]
I'm talking stuff like manually, individually tweaking every single sprite's offset, one by fecking one, only to serve a flimsy, buggy, and [b]horrendously unnecessary[/b] mess that gets [url=http://i.imgur.com/Q69uO.png]all but unworkable past 29 sprites[/url].
Thing is, well -- [b][i]fighting game.[/i][/b] 29 sprites isn't even enough for one move.[/size][/spoiler]Does it really have to be that way? Are missing rotations really that big of a deal? Whatever rotations ZDoom doesn't find, what's to stop it from simply displaying nothing -- like it does with missing sprites -- instead of flat-out refusing to run at all? Is it something with the Doom code?
[spoiler][size=85]And will you be so kind as to try not to let your response be influenced by how much of an execrable feckwit I've come to be known as?[/size][/spoiler]