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Author Topic: 2D Clothing Items  (Read 4696 times)

Majicpanda

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2D Clothing Items
« on: November 06, 2013, 04:07:57 pm »
http://postimg.org/image/jxgjma859/

Is there any better way to either design the art or inform my artists of a way I can "equip" clothing items onto players? The idea is the items need to fix the white area pixel perfect, but currently they are tasked with creating a whole new sprite for every single size of character in the game, so all art is duplicated 5 times so far for chest and head items.

Majicpanda

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Re: 2D Clothing Items
« Reply #1 on: November 07, 2013, 06:12:27 pm »
This was probably poorly worded, sorry.

Aside from the 3d method to create a model for my characters and then wrap a material around the characters "chest" item, is there any tk2d way to pull this kind of thing off?  If you have a Human, Giant, Gnome, etc all needing to equip "Platemail Chest" item, currently I'm having to make a new Platemail Chest sprite for every single race in my game.. does this sound incorrect?

unikronsoftware

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Re: 2D Clothing Items
« Reply #2 on: November 07, 2013, 06:38:58 pm »
Can't you just have a plate mail chest sprite as a child of the main sprite?

Majicpanda

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Re: 2D Clothing Items
« Reply #3 on: November 07, 2013, 06:45:01 pm »
I do currently have a parent child object like below..

GameObject (Player)
- Main Character Sprite (Race, human, elf etc Z = 0)
- Chest Sprite (simply stacks on top Z = -.1)
- Helm Sprite (also just stacks on top Z = -.2)
- Weapon Sprite (dynamically equipped Z = .1)

So when I call EquipItem(Item item) in my game it simply changes the right sprite SetSprite("Plate Helm") etc ... not sure what you mean by child?

The problem is a plate chest for an ogre is much larger than a plate chest for a halfling, so it doesn't scale well.  I'm assuming in 3d you use the same "chainmail" material and just stretch it across a model, but working with sprites is very different.
« Last Edit: November 07, 2013, 06:46:53 pm by Majicpanda »

unikronsoftware

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Re: 2D Clothing Items
« Reply #4 on: November 07, 2013, 06:47:48 pm »
I don't think there is a solution to this apart from drawing the variants...

Majicpanda

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Re: 2D Clothing Items
« Reply #5 on: November 07, 2013, 07:10:45 pm »
Ok thanks just making sure before I have my artist draw every single helmet and chest item 6 times each... the variant will just be moving some pixels around, but it is still quite a bit of art when you have 50 head items, 50 chest items x 6 race sizes. 

I assumed no solution but the verification from you is all I needed to feel good about the project, lol.