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Ho to handle multiple independent animations on characters

Posted: Wed Dec 17, 2014 6:48 pm
by vitto
I would try to create a character composed by multiple independent animated parts, for example like in Metal Slug:

Image

if you check, in the bottom of the image you'll notice legs are independent to body, this is nice to fire with a weapon with dynamic movement.

So my question is, what's the best practice to handle multiple images on a character?

Should I use multiple [wiki]Quad[/wiki]s with the same [wiki]love.graphics.newSpriteBatch[/wiki] or there are more optimized ways to do that?