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.
* SPITFIRE v3.51
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