![]() Sometimes, developers will take the time to make a separate sprite for both the left and right facings. In the most blatant examples, the sprite will have letters or numbers on it which flip with the sprite. Whatever it is, simply flipping the sprite causes the feature to "change sides". An object might have asymmetrical pieces, such as a steering wheel on a car. A character might have an object in one hand, an eye patch or scar on one side, or some other form of Fashionable Asymmetry. However, sometimes characters or objects don't lend themselves well to symmetry. On earlier platforms, there were also memory size concerns, so it was often more efficient to mirror the sprite than to store the opposite poses, especially with graphics hardware that made horizontal flipping as simple as changing one bit of sprite data. For this reason, artists will usually make sprites perfectly bilaterally symmetrical, so that any poses or actions made while facing left can simply be flipped to make the same poses and actions facing right. Creating a new angle for a sprite requires completely redrawing it. Unlike a 3D model, you can't simply rotate a sprite to get a new view of it. When a sprite needs to turn around and show a new angle, this can provide challenges for the sprite artists. Sprites are, essentially, any 2D element that moves in a video game - this includes most characters and objects. Detective Inspector Hector, Hector: Badge of Carnage ![]()
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