- Mar 15, 2012
- Reaction score
Are there any plans on splitting movement & static spritesheets for movement core? I don't know about the resources required, but to reiterate
1) There's a hard limit on the actual utility of the bubbles because they force down-facing poses -- I cannot conceive of a use for frames that are exclusively for emotion bubbles, exclusively cover the default bubbles, and only work exclusively in 1 direction - and forces the character to turn to the camera like a sitcom to do so.
2) There's a hard limit on the amount of bubbles because of the space limits - there are user-defined slots for bubbles that can't be used with the current format, which drives me up the wall because I can think of half a dozen great uses for efficient eventing on the spot using them.
3) It doesn't have to be 8-directional posing. Most people would bias towards a 4-directional sprite with different faces rather than a completely tricked-out 8dir sprite. Any acknowledgement that a character's face is visible from the side view & posing can be seen from behind would be perfect.
I don't want to harp on it like it's a NEED TO HAVE, I can just turn it off and use my own with eventing, but that just brings in the conflict that I have to disable functions of the plugin NOT because I don't want to use those functions, but because it's easier to do the thing the plugin is designed to do if I turn the function that does it off, which feels really really backwards.
We don't have any future plans for other sprite sheet additions at the moment. The spritesheet format was made based on the needs of the artists for the VisuStella team since the plugins are more or less made for their games anyway. However, if you don't want the sprites to automatically face downward when a balloon appears over them, you can turn off the feature in the Plugin Parameters, under the VisuStella 8-Dir Settings and shut off auto balloons.
You can make workarounds for poses and such using image changes, too. We happened to choose the format it currently is because it matches the tone of the games the VisuStella Team were planning to make for the future.