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Perhaps the best way to visualize my question is through a scenario.
Let's say that we have Boyfriend as a character and want to use multiple spritesheets for him. Specifically, however, I mean reskins of the base spritesheet, usually with a sparrow definition (an XML file, I'm not sure what's the proper terminology with the specification). A good example of this are the majority of the Dustin' Boyfriend sprites.
The typical option for using these spritesheets is through multiple character files, one for each spritesheet.
However, I'm interested in perhaps optimizing this setup on my end to do this all with one character file, since all of the spritesheets are reskins, and load in any additional spritesheets through scripting, per-song in most cases.
Is there a defined way of doing this? Do I simply have to load in the graphic as usual with CoolUtil or the general FlxSprite mechanism, or do I also need to reinitialize the animations? Are there any implications to this setup?
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Perhaps the best way to visualize my question is through a scenario.
Let's say that we have Boyfriend as a character and want to use multiple spritesheets for him. Specifically, however, I mean reskins of the base spritesheet, usually with a sparrow definition (an XML file, I'm not sure what's the proper terminology with the specification). A good example of this are the majority of the Dustin' Boyfriend sprites.
The typical option for using these spritesheets is through multiple character files, one for each spritesheet.
However, I'm interested in perhaps optimizing this setup on my end to do this all with one character file, since all of the spritesheets are reskins, and load in any additional spritesheets through scripting, per-song in most cases.
Is there a defined way of doing this? Do I simply have to load in the graphic as usual with
CoolUtil
or the generalFlxSprite
mechanism, or do I also need to reinitialize the animations? Are there any implications to this setup?Beta Was this translation helpful? Give feedback.
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