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2 Drawing Sprites

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To get a sprite on the screen we need to choose one of the hardware sprites and set its attributes. Things like its x,y position, which sprite pattern to use and so on.

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1 - Loading Sprites [Spectrum Next]

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Load sprites into the Next is pretty straight forward once you have the images in the required format. Edit sprites and make a sprite sheet It’s best to work out a workflow for creating sprites and editing them, the tutorials always show ready-made pixel data included as a C header file.

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3 - Rotating and flipping sprites [Spectrum Next]

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https://opengameart.org/content/top-down-arcade-racing-game Looking at the sprite sheet you can see the cars only have three frames. Forwards Turning right Turning left If we tried to make a game with these we could make some sort of endless driving game where the aim is to continually go forwards up the screen avoiding things.

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3 - Scaling Sprites [Spectrum Next]

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://github.com/ncot-technology/specnext-sprites-example/blob/master/src/scaling.c#L329 16x16 sprites are a nice size on the Next’s screen. Neither too big nor too small. inset example of next sprites - reuse something from earlier

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5 - Multiple Sprites [Spectrum Next]

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4 - Making Big Sprites [ZX Spectrum]

4 - Making Big Sprites [ZX Spectrum]

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Bigger sprites 16x16 pixel sprites are pretty good, and you should probably make most of your games with them. The screen is only 256x192 pixels in size so a 16x16 pixel sprite looks quite large.

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