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(1 edit)

Useful that the page says frame sizes differ between characters, because that is the part that bites at import time rather than at purchase time. The question a buyer runs into straight after is where the feet sit. If the contact point lands at the same fraction of the frame height on every character, the differing sizes cost nothing and you just scale. If it moves between characters, each one needs its own pivot offset in the engine, and that is where an afternoon goes.

If the anchor is already consistent across the six, saying so on this page is worth more than another animation would be. That is the difference between a pack that drops in and a pack that has to be set up.

Good point, and you were right to ask: in v1.0 the contact point was not consistent. I measured it: the foot line sat anywhere between 72 % and 85 % of the frame height depending on character and direction.


Fixed today in v1.1 (free re-download): every frame of every character is now 192 x 192, the feet stand on row 165 (0.86 of the frame height) and the character is horizontally centred, in all 768 frames. One pivot, set once. The few pixels of bob inside a cycle are the step itself, not cropping. It is now stated on the page and in the README. Thanks for pushing on this.

Row 165 on every frame is the part that matters. A fixed origin means an engine can place the sprite from one pivot instead of a per character offset table, and the contact point stays put in all four directions. That's usually the thing that breaks when a pack gets imported. Good fix, and thanks for measuring it rather than eyeballing it.