1
vote
1answer
541 views

How should I handle animation states in Mecanim?

I did a tutorial which associated an integer to each state and manually set transitions from one state to another based on that integer, but that seems really sloppy. Is there a more elegant way? I ...
2
votes
3answers
314 views

Desire advice on implementing this animation timeline system

I have read a lot of questions on here, as well as books regarding game architecture. I have a general question about the implementation of a game's animation timeline, on which many isolated ...
0
votes
1answer
308 views

Behavior Trees and Animations

I have started working on the AI for a game, but am confused how I should handle animations. I will be using a Behavior Tree for AI behavior and Cocos2D for my game engine. Should my ...
4
votes
3answers
538 views

How can I efficiently create/store/implement animations as I add to my game?

My game's characters are made up of different parts (head/body/legs/etc), and whatever items they have equipped. As I'm creating the animation system for my game, I want to try to anticipate a large ...
51
votes
7answers
15k views

Why don't more games use vector art?

It would seem to me that vector art is more efficient in terms of resources/scalability; however, in most cases I have seen artists using bitmap/rasterized art. Is this a limitation put on the artists ...
0
votes
4answers
717 views

Separating game logic from animation

For non-game applications the model-view-controller pattern is typical where data, logic, and visuals are separated. But for a game how would you architect the game logic and the animation system in ...
3
votes
1answer
440 views

How to design a character animation system?

I'm searching for suggestions and resources on the possible ways to design a character animation system. I mean a system built on top of the graphics engine (as graphics engine I use Ogre3D, that ...
3
votes
2answers
691 views

How to store character moves (sprite animations)?

So I'm thinking about making a small rpg, mainly to test out different design patterns I've been learning about. But the one question that I'm not too sure on how to approach is how to store an array ...
3
votes
1answer
677 views

Keeping game model and graphics/animation separate but in sync

Suppose I'm building a chess game where I want to have animations. Pieces glide to their new squares when moved. Pieces perform attack animations when capturing other pieces. I'm not sure how to ...
15
votes
5answers
947 views

Game actions that take multiple frames to complete

I've never really done much game programming before, pretty straightforward question. Imagine I'm building a Tetris game, with the main loop looking something like this. for every frame handle ...
4
votes
3answers
2k views

Player sprite animation in 2D platform game

It's pretty easy to get animations rolling from a sprite sheet. Though which ways there are on combining the animations with player dynamics and motion? I've figured there's two starting points ...