How do I load unique sprites per instance at runtime?

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  • Hi,

    I'm working on a multiplayer game and my intention is to upload character sprites to my web server and load these sprites at runtime - this way players can change their character outfits dynamically, and we can upload additional sprites without having to manually update the client.

    "Load Image from URI" w/ the Sprite object works great for this, but the issue is that it replaces the image of ALL instances of the sprite and not just the specific sprite of the player who has changed their outfit.

    I know this issue has come up before and one work around is to use additional blank frames - but I don't think this will scale with a future state of possibly 1000's of different interchangeable sprites. I'm also aware that the TiledBackground object will allow me to load different images for each instance, but TiledBackground's do not have frames (which seem necessary for animating the sprites).

    I'm wondering if anyone has any ideas?

  • Its either add extra blank frames to the default Sprite object, or use the offset texture feature of Tiled Bg.

    I would also point out that ram should be taken into consideration.

    In other words many animations is not what is considered best practice.

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  • Its either add extra blank frames to the default Sprite object, or use the offset texture feature of Tiled Bg.

    I would also point out that ram should be taken into consideration.

    In other words many animations is not what is considered best practice.

    Huh.. I never thought to use a TiledBackground like this. Cool idea! If performance is good this is going to help me out a lot

  • Its either add extra blank frames to the default Sprite object, or use the offset texture feature of Tiled Bg.

    I would also point out that ram should be taken into consideration.

    In other words many animations is not what is considered best practice.

    The TiledBackground offset idea is incredible thanks so much!

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