10-28-2014, 04:26 PM
(This post was last modified: 10-28-2014, 04:29 PM by DragonDePlatino.)
Well, since the subject's been brought up, here's how I've set up Mega Man's running animation! A lot of NES characters were animated like this, so pay close attention if you're looking to make some old-school sprites!
For starters, my Mega Man has 3 frames for his running animation. Here, the 8x8 tiles that make up his frames are represented with red, blue, green and gray. To make each of Mega Man's running frames, I mix together these four tiles to get a running animation. The 8x8 tiles don't have to be perfectly aligned, but if I break their boundaries then I'll have to add entirely new 8x8 sprites. And if I make Mega Man 4 tiles wide, then sprite flickering will become an issue because the NES can only draw 8 sprites on a scanline before flickering.
For starters, my Mega Man has 3 frames for his running animation. Here, the 8x8 tiles that make up his frames are represented with red, blue, green and gray. To make each of Mega Man's running frames, I mix together these four tiles to get a running animation. The 8x8 tiles don't have to be perfectly aligned, but if I break their boundaries then I'll have to add entirely new 8x8 sprites. And if I make Mega Man 4 tiles wide, then sprite flickering will become an issue because the NES can only draw 8 sprites on a scanline before flickering.