Apr 16, 2001, 09:29 PM | |
Hey! Neat idea. Only, I'd do it in Layer 3 (yes, sacrifice it, no other tiles on it), because it'd look weirder with no clothes on Low Detail than no walls. Plus, who uses Low Detail anyway? =P
Also, good luck making them "fit" both rabbits, and all of their positions. =/ |
Apr 17, 2001, 10:16 AM | |
The problems being...
a) low res (it will just put it off the screen won't it?) b) moving sprites c)multiple sprites etc. etc. Not wanting to put you off or anything... ![]() Good idea though.
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-TwisteðMetal Ø Disclaimer: I am not responsible for any offensive views, stupid mistakes etc. contained in the above message. OK, maybe I am. Don't confuse me. |
Apr 18, 2001, 08:49 AM | |
Assassin, cool idea. Sounds tricky, but if you keep at it, you'll prolly find a nice alternative idea that'll work perfectly. Send to me whence it's done!
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May 1, 2001, 05:43 AM | |
You probably couldn't do it exactly. It would prolly be much more possible if you could place events in other layers. It would also be nice to have "On_Movement" event. Like when Jazz walks forward, the "clothes" could look liek they were walking as well. It's be hard, but it's possible.
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May 3, 2001, 01:25 PM | |
I really doubt that doing this is possible without serious editting of main animation file. What you are talking about here would be changing the foreground on movement with Jazz. Now I'm not really sure how Jazz2 works, but I would assume that this is impossible. For one thing, Jazz levels are not dynamic, they can't be changed at runtime.
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May 7, 2001, 10:58 AM | |
An animated tile is totally independant of the user moves. Levels are static and do not change based on what the character does. I see no way at all to do what you are trying without changing the animation file.
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May 27, 2001, 03:45 AM | |
it wont work
u would have to create other animations for when he ducks, hangs on vines etc. btw i once tried to put him into a spaceship, once he gets running and speeding up, the layers wont stay on their place anymore so its not possible |
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