tepples wrote:
There are practical problems with asymmetric highlighting on a sprite that's going to be flipped.
I kind of feel like this is placing too much importance on something that people won't notice (or care about) and sacrificing something that does make a noticeable visual difference on account of it.
I've gone through this thought process before, and decided that at the end of the day, nobody but me is ever going to care that the highlight might reverse sides. It's like when a character faces the other way, their handedness changes. How many NES games use the space, and the artist manhours, to create a version of the sprite tiles, and all animations, which face the opposite direction and have the weapon in the correct hand?
I feel like NES gamers can forgive limitations of the system. Or limitations that come along with keeping your work in a feasible scope.
To me, avoiding highlights because they will reverse sides would be almost like deciding not to let SMB3 levels scroll vertically because doing so is going to cause attribute glitches on the side of the screen. For those of use who did notice, we didn't really even care.
I think the highlights help a lot, but you could always put them at the top anyway to avoid the issue. Even that doesn't technically make sense though when your character's position in relation to a light source would change. But again, it's not going to matter to the audience.
BTW, I do like the character, in particular her costume design. Is that a cookie?