Generating general purpose stuff can lead to bad performance (draw calls), requires more complex math (rotating 4 elements rather than one - now do that with a handle/pivot point not in the center).
Thanks guys. My advice for pixel graphics (or any other mechanisms) is to find (or write) a tool that works for you. It doesn't have to 'do' stuff the way you are told, just do it the way 'that is best' for you.If you write your own tool, then you will have an advantage in that: you can adjust the tool to your workflow.All the graphics were constructed in "FontSprite". I now use this as my primary tool as it is just so fast in comparison to photoshop. Everything is one click away, the UI doesn't change and I know exactly what I do will become the output as it just export the correct graphics. I just need to plug in the sprite and size and it's instantly in my app:
for those that really (really) want to see what I've been cooking up? Here's the first actual in-game shot showing the general look and the main Character (Redd: the Bear)...I'm going to use the synth (I created previously) for the music this time round, so the files will be a bit bigger, but you will get some very interesting soundz... (I'm actually listening to the main track as I type "All Exits are clearly marked... BASS!")So it's taking the RPG and tactical and stretching the concepts into a 16bit arcade retro dungeon crawler...
Some progress - a few more enemies and a landscape to fly over. Should get some proper dogfighting done at the weekend and then we'll see if good enough to keep going Each landscape will be around 3 x 3 times the size of the screen with wraparound and a few props here and there.
Ok, serious again: Hope you add some cool twists to the known gameplay - something to let's say "surprise" the players.