Here's a 16-frame rotation for the captured ship sprite SirCmpwn made. The rotation kicks the corners of the sprite out 1 pixel in each direction, so the resulting rotation occupies a 9x9 space, which might be a little tricky to account for. No single sprite is bigger than 8x8, though, so you could try to deal with it by fitting them all into 8x8 sprites and then displaying some of them shifted 1 pixel in the x and y directions.Thank you! ;D I've thought about it for a while, and I know how I can code it.
By the way, I just sort of chose 16 rotations arbitrarily. It seemed like enough to smoothly rotate small sprites without going too far overboard. If you want less or more (probably 12 or 24), though, just ask and it'll be no problem for me to remake them.Okay, then I'd like 12 please. Thanks! ;D
Galaga for arcade (http://www.spriters-resource.com/arcade/galaga/galagasheet.png) | Galaga for Gameboy Advance (http://i276.photobucket.com/albums/kk21/jdaster64/galaga_general_sprites.png) |
EDIT 2: I was just watching a video on youtube of Galaga, and I noticed something... The "captured fighter" never rotates, it only rotates when it's being captured or being released, in which case it's colored like the normal fighter. Should I modify my animation to instead rotate SirCmpwn's other ship sprite? Or do you just want to flip his definitions?Oh, I didn't notice that. Yes, I'd like it flipped. ;)
Eh, I'll try to figure out which ones haven't been done yet. Also for the rotations, do you want them all constricted to 7x7 or would it be fine to use 8x8 for the twirly action?You can go as big as you want, as long as no individual sprite is bigger than 8*8. For instance, the Fighter in earlier posts is 9*9, but no frame is bigger than 8*8. :)
here we'll make you a deal, get your engine working with the sprites we have and we all can work on sprites in the meantime ;):)