TIP: Click on subject to list as thread! ANSI
echo: apogee
to: ANDREW BIELER
from: JAMES BUWALDA
date: 1996-08-15 13:26:00
subject: How the gun works

AB> I would sugest several small bitmaps all over the entire target, that 
AB> don't  scale when the target does. The flicker refresh for an entire 
AB> 32x64would  suck up a LOT of precious memory when you have a 
AB> ray-casting game like ROTT  or DN3D. If you make a few small bitmaps 
AB> instead of one, it would make more  work for you, but when the player 
AB> takes a shot at the monster and an arm  blows off, or throws a 
AB> grenade and his legs go flipping into the air, I can  tell you, it 
AB> would be more cool than a generic death animation.
Ok, I suggested  32x32's because when I played area 51, it actually had 
crosshairs flash on the screen to where you had just shot.  I did think about 
the multiple death things, injury frames.  I'm going to make them fall on the 
floor and die for about 2-3 seconds and then fade out.  Well, i'am going to 
try to do what area 51 does.  Use FMV and place bitmaps of enemies along the 
way.
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