Grungi Ankhfire wrote:Yes, I thought about that. But that would mean I need to animate it :\ Currently, I'm using a placeholder character from OpenGameArt.org, but as much as I can see myself try to do something decend in 2D, making, and animating a 3D character is a much tougher challenge.
Sure, but it is a model for a shadow, it doesn't need to be too accurate, you could try doing one and see if its shadow actually sucks or not.
Grungi Ankhfire wrote:I also wonder how I would "synchronize" the shadows during the animation. Wouldn't the difference between the shadow's "smooth" movements and the sprites' (limited by the number of animation frames) be somewhat jarring ?
You could make a relation between the sprites and the positions of the animation, and set the corresponding position for each frame swapping.
Anyway, surely you are right if you need *precise* shadows. But this is not the case for many games: there are also games without shadows, baked shadows (not for characters, obviously), blob shadows (and, obviously, there are also games with more realistic shadows). So, shadows are often an approximation, if you can make a decent approximation with a 3d model I would be very happy as a player. This is just an opinion.