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You’ve probably seen/played a game where you can change your character’s outfit/outfit/appearance.
I’m building a little game for Android that provides this function, and currently I get it using the technique of Overlapping sprites, which is basically having the character, and having the equipment drawn in a layer above. However, this makes me, every time I have a new idea of equipment (unique equipment, with different characteristics), I have to draw this piece of equipment in all existing positions (walking, using magic, jumping.. ). I’m also beginning to suspect that it consumes a huge amount of RAM (which can be a real problem on less powerful phones).
When I did some research, I saw a Reddit user suggesting to make the models in 3d, render and then use it as 2d, but I have no idea where to start doing it, and I’d like to see if there are other alternatives before trying this.
I was wondering if you could point me to an alternative to Overlapping, which would also allow me to create an efficient character customization.
Remembering I’m in a 2D environment
For a 3d model, wouldn’t it just be changing the texture of the object? Instead of using Overlapping?
– Matheus
@Matheus I think so, but my game runs in a 2D environment, I’ll put it more clearly in the question
– Artur Trapp
One of the techniques I use to try to optimize performance is to create separate sprites for each situation. In your case it would be 1 Star for each armor and its sequence of movements. There is also another way demonstrated in this tutorial: https://www.youtube.com/watch?v=4qE8cuHI93c
– Matheus
@Matheus yes, I have separate sprites for each piece of armor/clothing and their situations. But for example, if the player equips a helmet of one set, a breastplate of another, a leggings of another and a glove of another, will be several sprites in memory :(
– Artur Trapp