Rain World

Rain World

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Basic Wingcat DMS Cosmetic Guide
By PoisonedMaple
Less of a guide and more basic information and tips, along with a frame guide.
So that you dont have to deal with the trial and error I did.
This guide assumes that you have read the normal DMS guide.

I don't really know any terminology so this is kinda scuffed.
   
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Basic Information
Wingcat's wing sprites have 9 frames, split up into 3 groups that are layered on top of eachother in-game.

Only one of these groups needs to actually have any sprites in them, but if you want to be able to colour the parts separately in-game then you should use 2 or 3.



Group A has the highest layer priority, while group B has the lowest

(feel free to use this template by the way)
Sprite Frame Guide
For the sake of ease of viewing, I have layered the wing sprites to appear how they would in-game.


Frames are used as follows:
Not flying/gliding: 8
Initiating flight/glide: 7 > 1
Exiting flight/glide: 1 > 7
Gliding: 9
Flying: 1 > 2 > 3 > 4 > 5 > 6 (repeats)
Flying (jump not held): 3
A Tip
You should avoid using steep angles in your sprites, as the wing sprites rotate based on vertical speed while flying in-game. This is particularly important in frame 3, as it is most likely to be noticed in-game.

Having too steep of an angle will cause obvious and frequent clipping. You shouldn't worry too much though, as even the default sprites suffer from clipping issues at times.

As a general rule of thumb, try to not exceed the angle that the default frame 3 uses.
4 Comments
PoisonedMaple  [author] 16 Sep, 2024 @ 4:57am 
@screeeechie afaik no. You might be able to do something with atlas shenanigans but I wouldn't know, I never messed with those.
screeeechie 21 Aug, 2024 @ 5:22pm 
just to make sure, is it possible to have asymmetrical wings? like for example, having only one wing visible with the other appearing invisible, or having two different types of wings together?
trutharrow213 17 Aug, 2024 @ 10:07am 
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graydon 13 Aug, 2024 @ 10:07pm 
how do the sprites transition smoothly from one to the next