I'm quite new to game development, so would like to get a consensus on methods of doing this.    My game features a 2D character that is able to pick up and drop objects, for example, a stick.  My question is: is it advisable / possible to manipulate the image of the character and image of the stick to make it look like the character is now carrying a stick; or is it best to have a separate sprite sheet for the character with the stick and the character without?  EDIT:  To be clear - I have a lot of characters, with a few items (4 separate items and over 20 characters)
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I want to create a 2D game but I'd like to have the character to wear tons of different equipments on different combinations, like a RPG or something.  So let's say the user changes his/her shoulders and pants, this must be shown to the player and all these different equipments must follow the different characters action (hitting, being hit, spelling magic, etc.).  I see a few problems that I'd like to know the best approach/algorithm/architecture to solve.  1 - Sprites or Animations  Should I create different sprites for each equipment in each action animation?  Is it better to just have the equipment sprite and animate it directly on code like rotating and translating (using something like tween on Flash)?  Is there any other better option? (I really don't like the ideas above)  2 - Positions  Let's say during one of the character's move he starts looking directly in front to the player's view but ends his movement showing his right side to the player (like if he swings his sword from one side to the other).  If we consider one part of the user, like his head for example, it starts in front and then turns left.  It means at least 3 different positions for each head equipment (helmet, cap, whatever).  This surely influence the answer of #1 question. How is the best way to achieve that?  3 - Layers  Let's consider a character move where he spins 360 degrees with his arms open. At the beginning of the animation, his right hand is close to the user's view and then, at the middle of the movement, this is probably behind the character's body on the animation.  Whatever is the option on #1 question, you surely needs to use some kind of layer model to make this sprite or animation to starts closer to the player's view and later change to far away from player's view.  Is there any good way to do that?  I know the question is quite long and difficult to understand. Let me know if you think it's better to have some drawings to try to explain which one and I'll try to do that.
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I am looking for the best way to make a model comprising of many thin layers.. each with their own unique shape and editability...such as this:    Would it be best to model the object first then divide down into layers? Or to avoid having thousands of seperate objects and risk crashing.. could something be achieved with modifiers such as the array tool? Thanks
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I would like to have my object transparent, with a color only on the edges, would someone know how to do this? I am starting with the nodes, if anyone can help with some guidelines I would really appreciate ;-)  EDIT:  I was looking for something like the hand in Kinectimals :    Thanks
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I'm starting to think about how I'm going to go about loading models, images, sounds, etc for my game. I have two competing lines of thought to deal with:   If possible, it would be nice to make use of existing libraries to load things like PNGs, etc. I would like to pack all of my game data into a single archive, and it would be great to use an existing library here also.   Is it possible to do this? I've heard that I could use something like zlib for (2), but I've never used it before so I'm not sure how it would work. Is it possible to yank a file out of a zlib archive in memory, and then pass it to some compatible library for the actual loading? How would these two systems interface with each other? Would using zlib slow down the loading process?  I've not had much experience with I/O in my career, so I'm not really sure where to start.
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I was doing fine with importing an obj I made in Marvelous Designer into Blender for rigging.  The dress would settle nicely on my SL avi.    Now when I import the object; it is perpendicular to my avi and I have spent a week trying to figure out what I did...  Is there a keystroke or setting that I need to make sure is correct so that my dress fits my avatar again?
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I've got problem with my animation. I've got a sword in my scene, but I somehow animated it so that its handle starts falling down when I play through the timeline, and I don't know how to delete this.    Look at the picture, there's some orange line at timeline bar - that's what I want delete.
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Does anyone know if there is a way in Blender where you can arrange models in such a way that the don't pass through each other? I realize in animations you can have collision detection but is it possible in static image. Such as putting fruit in fruit bowl and having some sort of collision detection.
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Something I did in the first Animal Crossing was make a house on an alternate character solely to showcase bugs/fish I felt were too cool to only leave in the museum. However bugs can't be mailed or dropped, so I'm at a loss as to how to do this.  Is there a way I can give bugs/fish to a second character or will that character have to find them themselves?
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I am seeking possibility to switch character textures for game, even after I have compiled and built the binary.  For example I have a troll with a Sprite from "/assets/texture1.png"  Now after the game has been released, I can change this sprite.  Currently I have found this method  func _ready():     var texture = load("res://textures/troll1.png")     sprite.texture = texture   But after the export, when I change the troll1.png, the texture in the game remains the same.
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Version 1.14.4: I am trying to make a commands system that forces a player to drop whatever item is in their main hand. Because I can't use commands to make a player press Q and drop the original item, I need to copy the NBT into a new item on the ground and remove the old one from the player. I obviously want any NBT, including enchantments, names, lore, etc. to be copied over exactly.  I know that I can use /data to get the NBT from the SelectedItem of a player, and execute store can put NBT into an entity. However, /data get only returns numeric data, and execute store only allows me to set one NBT path at a time, so my plan of summoning a generic item on the ground and then just copying the NBT over (including the item ID) does not work.  Am I going about this wrong and there is a way to do this, or is this just impossible? My eventual plan is to implement this into a datapack, so if a method requires moving items into tile entities or something similar involving setting aside a space to spawn blocks in I'd rather avoid that. Of course, if you know a method like that by all means put it as an answer because someone else with the same question may find it useful for their situation.
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I'm trying to wrap my head around this for a while now. It's a simple question for what I think will be a not so simple answer. How would you go about modeling one leg of this stool? I would like to do it without using sculpt mode because I can't get things quite clean enough.
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Recently I was coaching a developer who's new to making pixel art games, and realized there's some "conventional wisdom" around scaling pixel art that's not obvious to a newcomer, and might not be well documented. So, here's an attempt to fix that....     I've heard I should only scale pixel art by 200%, 300% etc. not in-between sizes like 120%   Why is that? Shouldn't scaling "just work" the way it does with other images? What if I really need to make my character just a fraction larger or smaller to get the right gameplay or look? How do I fix this?  I'm told it's "bad" to use pixel art at different scales in one game - why?    For example, if I scaled up my character so each sprite texel is 4x4 screen pixels, while my background art is scaled up so each sprite texel is 6x6 screen pixels. Isn't a pixel a pixel at the end of the day?
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I would like the mouse to have a custom look like most games and not just the default white.  Is there a way I can make an object as the mouse?
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So I'm trying to weight paint but can't seem to get my teeth and beard on the character to move with his head on two different bones, I have tried to move the head then weight paint it so that it gets moved into position as I paint but that doesn't work because it just stops getting closer to the head... so if someone could help using like team viewer or something that would help me a ton.   newest image:
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How can we make our character move smoothly across tiles? He moves tile by tile, but that looks unprofessional. In addition, when you hold down the arrow keys he zips across the screen. How can we prevent that from happening?
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If I decide to write a simple game both text and graphical (2d) what libraries would I use? (Assume we are using a HTML5 compatible browser)  The main things I can think of   Rendering text on screen Animating sprites (using images/css) Input (capturing the arrow keys and getting relative mouse positions) Perhaps some preloading resource or dynamically loading resources and choosing order Sound (but I am unsure how important this will be to me at first). Perhaps with mixing and chaining sounds or looping forever until stop. Networking (low priority) to connect a user to another or to continuously GET data without multiple request (I know this exist but I don't know how easy it is to setup or use. But this isn't important to me. Its for the question).
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I am casually working on an RPG type game in Java but I am having trouble figuring out how I can have items that can do many different things without creating a different class for every item.  As an example, how would I create an Axe that could chop trees and attack monsters?  If I extend either the chopping or the weapon class then I can't extend the other class.  If I have chopping and weapon be an interface then I will have a lot of duplicated code when a dagger can also attack monsters and a different axe can cut trees.  I am hoping there is a way to have a single Item class and load the items and their respective abilities from a file. If that is possible how can it be done? If it isn't then what is the best way to have items in a game?