I'm working on a game where the deaths of the enemies are a bit bloody ...
The problem is that the frames of death amimations are huge (a single frame is greater than all the animation used to walk and attack)
Could I simulate that in some way with physics?
I also thought about making those animations smaller, but I can conceal the loss of resolution.
Sorry for my English.
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You can try doing this with particles+canvas. See this post:
This is really interesting, (I could fill all of blood!).
Only one question, can I give shape to the canvas, does it always have to be square or rectangular?
Yes, it's always rectangular :)