• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
AnthonyVelazquez

Loading Large Number of Files

8 posts in this topic

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.

0

Share this post


Link to post
Share on other sites

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.

1

Share this post


Link to post
Share on other sites

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.

0

Share this post


Link to post
Share on other sites

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
1

Share this post


Link to post
Share on other sites


- 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?

0

Share this post


Link to post
Share on other sites

@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
0

Share this post


Link to post
Share on other sites

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
0

Share this post


Link to post
Share on other sites


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 [right] / [left]. 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
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0