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(+2)

Hi there! First of all, thank you so much for sharing your work; the art looks amazing, and it's a great contribution being free.

I’m writing just as a suggestion to make it even easier to use in game engines:

Organization: It would be very helpful if the spritesheet had a fixed horizontal order, where each row corresponds to a different animation (for example, row 1 for 'walk', row 2 for 'jump', etc.). This makes slicing the frames much easier.

Space Optimization: There's no need to export frames for both sides (left and right) or opposite diagonals. In game development, we usually use just one side and apply a "flip" through code. By removing these duplicate frames, the file size will be smaller and more efficient.

Thanks again for your effort and for sharing your talent!

(+1)

Hihi! Thank you for using the sprite, and thank you even more for the tips! I'm still a beginner when it comes to both gamedev and pixelart, so this info is useful!

Organization: I've considered this! And I hope to find a way to do it on the sheet! An issue Ive run into is that because some animations have more frames than others, the export gets confused about sheet  width. When the next update rolls around, Ill certainly put this as a priority, and if I can't find an automatic solution, Ill edit the sheets manually!

Space Optimization: This is already added! The directions are: Up, Down-Side, Side, Up-Side, and Up. When I first made the template, I realized how bloated the sheets became with left-vs-right! Im happy to hear it was the right move!

⭐Given that the template is community based, I'm always grateful for feedback! The goal is to make it easy to use/implement, so Ill definitely be taking notes from your words! Thank you again!

(1 edit)

Oh, very good.

Yes, the point is to position the canvas at the necessary size to fit all the frames of the longest animation.

For example, if your tiles are 16x32, and the longest animation has 12 frames, then I would make the canvas 190 px Although other animations may have fewer frames, it's a basic way, because there are other ways but you can start there.

By the way, the Sprite Sheet doesn't have the logic you indicated; it has a very strange logic. 

(+1)

That makes sense to make it the largest width! As for the sheet logic, would you mind elaborating? Ill be sure to take a look at it!

(1 edit)

Each row should represent a different action (e.g., Row 1 = Walk, Row 2 = Jump, Row 3 = Attack).

Each column represents the next frame in that animation.

Although modern motors are more flexible, the professional standard is that the total canvas size should be a power of 2 (e.g., 256/256, 512/512, 1024/1024).

By the way, I'd like to talk to you privately, I tried through Instagram but it won't let me.

To collaborate:

https://gamecollab.site/users/GhostHive

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