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AnthonyVelazquez

Loading Large Number of Files

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Ok, im creating a street fighter type game right now, im using characters from other games as my fighters. I got the sprite rips and for just 1 character, its 1,333 .png files. Is there a way I should load them that can make it less CPU intensive? Im programming this in C++ and SFML.

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1,333 images for 1 character ?!? Seriously? As serial kicked said, i think it would be best to load them as a single file, all images in one file, then store texture UV for each sprite somewhere and use that so you don't need to reload/change textures continuously.

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1,333 images for 1 character ?!? Seriously? As serial kicked said, i think it would be best to load them as a single file, all images in one file, then store texture UV for each sprite somewhere and use that so you don't need to reload/change textures continuously.

My thoughts too... 1333 @ 60 frames per second is > 22 seconds of animation. at 30fps that's >44 seconds.  My street fighter matches never lasted that long in the first place, so it seems like an awful lot of sprites to me.

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1,333 images for 1 character ?!? Seriously?

 

Certainly not for SF2 but take something like Skullgirls or Blazblue

 

If you take recent games, that's:

- each direction + standing multiplied by six or four normal attack types (depending on game)

- half a dozen (minimum) special attacks tnat can take a while and tend to be more detailed frame wised than normals

- At least 3 jumping animations, at least 2 dashes, 2 move animations, 2 or 3 guards animations and one idle

- Ultra attacks that can takes about 10 seconds to run (about 2 or 3 of them per character) and that are extremely detailed.

- projectiles and other character dependent special effects

- various grab animations

- Die / low hit / high hit / medium hit / jumping hit animations + the same with guard

 

And that's only the basics. About 80-90 different animation sets, 1300/80 = 16 frames average.

Sounds about right.

Edited by SerialKicked

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- each direction + standing multiplied by six or four normal attack types (depending on game)

 

Do they really do this, and not just mirror the standing animations?

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@SeraphLance : I am not sure to get what you mean. What I meant is that in recent games [back] + [low kick] is a very different animation than [front] + [low kick]. The few starting frames may be the same, sure, but the whole move certainly won't be. Especially in combo focused games (skull girls being a good example) by opposition to more super move oriented games.

Edited by SerialKicked

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He meant, the same sprite can be used regardless of if your facing your opponent left or right, you just mirror it (use the same texture with UV reversed on the x axis)

 

Just for curiosity, can you show one of the sprite sheet?

Edited by Vortez

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He meant, the same sprite can be used regardless of if your facing your opponent left or right, you just mirror it (use the same texture with UV reversed on the x axis)

 

That's why i used [back] and [front] instead of

/

. SF2'like games always assume that you're in front of your adversary. So, yes, 9 different animations per normal attacks in recent games.

 

[back] + [low kick] = backflip kick

[low kick] = small kick to the feet

[front] + [low kick] = send spikes a meter away.

 

is common practice nowadays in fighting games.

Edited by SerialKicked

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