Since each frame animation needs to be hand-drawn, if you are a developer this is probably something you need to rely on your artist to do – even if there’s a particular effect you’re going after. You (probably) cannot make the animations yourself.Also, making changes to the animations after they have been completed is very time-consuming. Drawing individual animation frames like this is time consuming for your artist. This is a particularly big problem on mobile devices, which only have a limited amount of memory and texture memory. The bigger the sprites are that you are animating, and the more sprites you have, the bigger a problem this becomes. Because you have to make a separate image for each frame of animation, you are using a lot of memory and storage for your textures. This method is simple and it works, but it has a number of big disadvantages: You then probably wrote some code to play through the list of frames quickly, to give the illusion of movement, like you see here: If you’ve ever made a 2D game and needed to animate your sprites, you likely asked your artist to create separate images for each frame of the animation, like this example from iOS Games by Tutorials:
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