by Nash » Fri Jul 22, 2005 1:35 pm
nmn - werd up yo, sup homie
Anyway, back on topic - for people that DO use pre-rendered models for their sprites, the idea of "damage skins" are somewhat possible, but the problem with A_JumpIfHealthLower is that you probably won't have enough frames to put the damaged skins. You only have 26 frames after all.
Which really sucks because I've been toying around with pre-rendered models and it's such a shame that I can only make 4-frame walk animations. Imagine how much better the game will look with characters that have 32-frame walk animations...
And before someone says, "3-d models sux0rz, pixel art 4eva" - yes, I do agree too, I myself prefer spriting to modelling (still new to this modelling stuff), but it gets VERY tiring when I have to sprite 8 direction sprites. Not to mention that it's hard to get them perspectively correct. I love spriting side-scrolling platform game sprites though.
I wonder how did they manage to make damn smooth sprites with the Metal Slug games though. o_O
nmn - werd up yo, sup homie
Anyway, back on topic - for people that DO use pre-rendered models for their sprites, the idea of "damage skins" are somewhat possible, but the problem with A_JumpIfHealthLower is that you probably won't have enough frames to put the damaged skins. You only have 26 frames after all. :(
Which really sucks because I've been toying around with pre-rendered models and it's such a shame that I can only make 4-frame walk animations. Imagine how much better the game will look with characters that have 32-frame walk animations...
And before someone says, "3-d models sux0rz, pixel art 4eva" - yes, I do agree too, I myself prefer spriting to modelling (still new to this modelling stuff), but it gets VERY tiring when I have to sprite 8 direction sprites. Not to mention that it's hard to get them perspectively correct. I love spriting side-scrolling platform game sprites though. :D I wonder how did they manage to make damn smooth sprites with the Metal Slug games though. o_O