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Onlyoneinall Bug finder
Joined: 16 Jul 2005 Posts: 746
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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Sat Apr 05, 2008 6:49 pm Post subject: |
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It would take a lot of backgrounds to do that with multiple enemies. Assuming that you used background battle animation. Otherwise, good job. _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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Jack the fool

Joined: 30 Jul 2004 Posts: 773
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Posted: Sat Apr 05, 2008 9:43 pm Post subject: |
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Ysoft_Entertainment wrote: | It would take a lot of backgrounds to do that with multiple enemies. Assuming that you used background battle animation. Otherwise, good job. |
I think it was just an example to show how improved battles can look with animated enemies. If this was implemented in to the OHR, it would use enemy sprites.
Anyways, it's definitely a good example, and I hope James picks it up. The scariness is increased when you see the enemy animated, and you're not sure what kind of actions it's going to take. _________________
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Onlyoneinall Bug finder
Joined: 16 Jul 2005 Posts: 746
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Posted: Mon Apr 07, 2008 11:35 am Post subject: |
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I'm not sure why people seem to think it was done with animated backgrounds, but yeah it was done with enemy sprites. Animating the backgrounds would simply breathe more life into the battles.
Also by using enemy sprites, you could manipulate it so say when an enemy is about to do a certain attack, the enemy pose and frames change completely to indicate something is about to happen, so you can plan accordingly, then have it so when its attack is over, it changes back to the original frames.
Or, you can have an enemy with two different 'modes', or even more and so on. Not that this can't be done already, but adding different frames and such to do this would make it more interesting. _________________ http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00
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Clamps Slayer of the Moon

Joined: 18 Jan 2008 Posts: 35
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Posted: Mon Apr 07, 2008 12:27 pm Post subject: |
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Onlyoneinall wrote: |
Also by using enemy sprites, you could manipulate it so say when an enemy is about to do a certain attack, the enemy pose and frames change completely to indicate something is about to happen, so you can plan accordingly, then have it so when its attack is over, it changes back to the original frames. |
The LUNAR games do this to great effect.
This is a good example |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Wed Apr 09, 2008 7:56 am Post subject: |
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SaGaFrontier also does it. I really like this. You can plan ahead. :-) _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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