Walker Someday, I want to make a game like SpongeBob Bustup, a good example of punchout and characterization The characteristic of this game is that the character's movement needs to be faster and clearer than smooth movement Most of all, you need good performance that doesn't lose the frame drop Is it better to use the Spine animation as it is I don't know if it's better to use a pre-rendered Sprite If you use Spine as it is, you can use the same function as Skin and detailed animation difference, but the performance is not light The pre-rendering Sprite will be less laggy, but it will be too much image and it's hard to put on skins
Spinebot For a fighting game like SpongeBob Bust-Up with fast, clear movements and good performance, here are some strategies: Using Spine Directly: Spine can work well for fighting games - as mentioned in the context, "Spine should be good with this type of animation" You can use image swapping for attack frames that need to be particularly snappy or have extreme poses Keep animations exaggerated rather than smooth - faster, clearer movements often work better than subtle ones Use skins to handle character variations and costume changes efficiently For fast attacks, you don't need many frames - "Your examples don't have many individual frames and they would have even less when using Spine" Hybrid Approach (Recommended): The best solution is often to combine both techniques: Use Spine's skeletal animation for idle poses, movement, and transitions Swap in pre-rendered or hand-drawn images for specific attack frames that need extra clarity This gives you the benefits of skins and efficient animation while maintaining performance Performance Tips: Avoid over-optimizing unless you have an actual performance problem Only use the mesh vertices you actually need for deformations Consider that "even the worst application running on terrible hardware doesn't need optimizations as long as the performance is acceptable" Test on your target hardware with multiple characters on screen Animation Style: Make attack animations exaggerated - they might look odd slowed down but will read clearly at full speed Turning around can be done "instantly with sprite animation, plus you don't want turning around to take much time" Focus on clarity over smoothness for attacks The hybrid approach gives you the flexibility of Spine with the performance and visual clarity of sprite animation where it matters most.