Well I checked all of my updates back into my Subversion repository, and made a new branch called animtest. I stripped everything game play related out of it in order to solely test character artwork, and made modifications so that the artwork can be loaded from the CLI. Oh, I also dug around a little in my image loader and got it to convert paletted/rgb PNG’s to rgba PNG’s. The portions that ought to be transparent are obviously not transparent, but if an end-user screws up and improperly saves a PNG, at least the program won’t segfault. I’ll release it under the GPLv2 soon.

Now to talk a little about the image format. Each PNG is really a sheet consisting of 24×24 pixel sprites. Each row of sprites consists of one directional animation. You can have as many frames in that animation that you want. As of right now, the format has:

  • row 1: moving north
  • row 2: moving south
  • row 3: moving west
  • row 4: moving east

We can extend that however we wish. For instance, it would not be unreasonable to have moving north in row 1, and moving north while thrusting in row 2. Or even have them in the same row, where the first half is just walking and the second half is walking while thrusting.

To give you something to work with and demonstrate what I’m talking about, I’ve attached a sheet of Link to this post. Pay particular attention to the embedded transparency. The shadows under link are aproximatly 65% opaque, giving a nice (in my opinion) blended shadow.

Link with alpha+shadows

One Response to “AnimTest”

  1. krypt Says:

    Great! Now I can test my hippopotamus.

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