maximum animation number

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3 pixel charaters with over 8 animations each + animations with a gun
  • I was just wondering if there was a max number of animations for sprites? I was wanting to make at least 1000 or more, was just wondering before I went and did it

  • There are no limits on anything like this as far as I'm aware. The real question is why you'd want that many.

  • yeah, that's gonna be a crazy amount of vram

  • doesn't matter anymore, I'll just use thousands of frames instead

  • It is of course infinite, but what are you making with 1000 frames?

  • I'm using the sprite as a tile, which can load external images. Each frame is a different tile

  • I'm using the sprite as a tile, which can load external images. Each frame is a different tile

    did you get this to work? I cant seem to get it to load more than 1 frame

  • You probably have to force the sprite to the frame before it loads it. I guess that would mean you would have to have an existing frame in the sprite as well.

  • You probably have to force the sprite to the frame before it loads it. I guess that would mean you would have to have an existing frame in the sprite as well.

    Yea - got to figuring that out heh; It'd be really nice to be able to dynamically import frames ;(

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  • I checked this out a bit. I was thinking you would need to time it per tick, but it seems to work fine with one event. So there's probably no reason why you couldn't use a loop for all of it.

    System: 1Start of layout

    SpritePause current animation

    SpriteSet animation frame to 2

    SpriteLoad frame from AppPath&"attack e0001.bmp"

    SpriteSet animation frame to 3

    SpriteLoad frame from AppPath&"attack e0002.bmp"

    SpriteSet animation frame to 4

    SpriteLoad frame from AppPath&"attack e0004.bmp"

    SpriteSet animation frame to 5

    SpriteLoad frame from AppPath&"attack e0005.bmp"

    SpriteSet animation frame to 6

    SpriteLoad frame from AppPath&"attack e0006.bmp"

    SpriteSet animation frame to 7

    SpriteLoad frame from AppPath&"attack e0007.bmp"

  • loading all the frames at a time is a good idea, that works much nicer <img src="http://www.create-games.com/images/smile.gif">

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