BrotSagtMist wrote: ↑Sun Jun 04, 2023 1:38 pm
But the extra step of cutting it down is such a showstopper.
Not big issue, honestly.
In return you got more clear file structure, less subfolders, less files.
It's big win in my book, since i have troubles with remembering stuff, so less subfolders and files - better for me.
I would rather have several "CharacterRunning.png", "CharacterMoving.png", "CharacterAttacks.png" spritesheets in "Character" subfolder, then "Character/Running/r01...100.png", "Character/Moving/r01...100.png", "Character/Attacks/r01...100.png". It's make searching for specific animation or sprite easier for me, then digging all of that crap. Especially bigger file collections.
(And, honestly, spritesheets works better when you use them visually (like in engines). For example, in Godot, i can create spritesheet resourse, specify there anything that i need, save and load it on animation/sprite node. I can even easily export it to different project.)
The naming scheme is r01.png (right movement, first frame) etc.
And this is why i scan: Each file may be accompanied by additional files that add effects, if there is a d05.mp3 this will play when this frame is played adding for example footsteps with pinpoint timing.
I also like to store images, sounds, scripts in separate folders, so it would not work for me.
There should be 1 source for triggering stuff (like sound for specific frame) and it should be script. Otherwise, i can unironically accidentally copy file in wrong folder (for example, with your method, i can copy file "d03.mp3" from one animation folder to 2nd, where exist animation with needed amount of frames) and wonder for 30 minutes "why this sound plays?".