JB> AB> I would sugest several small bitmaps all over the entire target, that
JB> AB> don't scale when the target does. The flicker refresh for an entire
JB> AB> 32x64would suck up a LOT of precious memory when you have a
JB> AB> ray-casting game like ROTT or DN3D. If you make a few small bitmaps
JB> AB> instead of one, it would make more work for you, but when the player
JB> AB> takes a shot at the monster and an arm blows off, or throws a
JB> AB> grenade and his legs go flipping into the air, I can tell you, it
JB> AB> would be more cool than a generic death animation.
JB>
JB> Ok, I suggested 32x32's because when I played area 51, it actually had
JB> crosshairs flash on the screen to where you had just shot. I did think
abo
JB> the multiple death things, injury frames. I'm going to make them fall on
t
JB> floor and die for about 2-3 seconds and then fade out. Well, i'am going
to
JB> to do what area 51 does. Use FMV and place bitmaps of enemies along the
wa
Well, now that is another idea, if you have the memory you can place an
"invisible"matrix that flickers at rates the human eye can't see over the
whole screen, when the gun closes the circut and matches the specific flicker
rate with a section of the screen it then checks to see if any sprites are in
that section. If so then the computer makes the according hit/miss. It would
also make a sprite of a crosshair possible. Arcade like.
-=-Blacksmith-=-
... nfx v2.8 [C0000] Gotta scoot, granny's in the moonshine a-gin'!
--- InterEcho 1.19
---------------
* Origin: Stinky's BBS Springfield, MO (417) 889-3668 (1:284/37)
|