Enemy random start

Game Editor comments and discussion.

Re: Enemy random start

Postby DilloDude » Tue Sep 04, 2007 3:41 am

While being able to rotate sprites would be handy, there are many cases when it wouldn't work. Such as when the image has an isometric tilt to it, and possibly lighting effects. However, there are definitely some cases where rotation would be nice. I understand your problem about the number of frames needed to have animations as well as rotation. I find usually the best way is to have a separate 36 frame rotation animation for each frame of the movement. For example, In World War Whatever: Air-Force, the main biplane has nine animations: three for banking right, three for flying straight, and three for banking left. Each of the three is a different propaller position. The wildcat enemies only have the three propeller animations; they don't actually bank. In the fighter jet, however, where there is no propeller, I used three animations and included banking. Using this method of course it is generally preferred to make the animations as few frames as possible.
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