I'll just make an unused/other object box for it then.
Double Post:
Just leavin' these fixes here for now while I sprite an actually GOOD Koopa.
your sig is too large
also
those green hills
...
(09-23-2010, 04:26 PM)Gors Wrote: [ -> ]your sig is too large
(02-13-2009, 06:31 PM)Lexou Wrote: [ -> ]Also, for your sig, consider making it x1 instead of x2.
Okay? Sig fixed.
@Gorsal: What do you mean by "those green hills"?
luigi doesnot have an "M" on his cap fix that
(09-23-2010, 05:41 PM)Pugnificent Wrote: [ -> ]luigi doesnot have an "M" on his cap fix that
Sorry, just...havin' a hard time with this post because sarcasm is hard to detect on the internet.
r u stupid give that nigga an "L"
(09-23-2010, 05:29 PM)Iceman404 Wrote: [ -> ]@Gorsal: What do you mean by "those green hills"?
...
Are you gonna let people test your game out?
(09-23-2010, 09:16 PM)Gors Wrote: [ -> ] (09-23-2010, 05:29 PM)Iceman404 Wrote: [ -> ]@Gorsal: What do you mean by "those green hills"?
...
Update!
Another Update.
I like the P-Plant, simple yet stylish, but, as for the koopa, you might wanna make his eyes like the other people in your game, so it "fits in" (You might need to enlarge the head.). Also, may I suggest detailing the shell ?
Well, I can do the eye thing, but the reason I didn't detail its shell was because:
-The normal koopa sprite's shell is far too small for detail, or else it'll be messy.
-Adding detail to the "jumped on shell" is easy, but adding detail for the spinning animation of it is a headache.
I'll try.
For the standing/walking koopa shell, there is so few of the shell seen that you can basically stripe it, pretending the stripes meet up into hexagons.
PS : The cloud item needs to be fixed.