So wait, how interactive can the stages be? I thought they were simple flat stages, but Chris2Balls's stage seems to prove me wrong on that. How interactive can a stage be? For example, could I make a stage in which the floor from time to time moves in different directions like a conveyor belt?
Unfortunately, I am unable to have any interaction between characters and stages
So just flat stages then? Mkay, works for me.
Asking for the sake of others:
What of foreground elements?
Could you give an example of what you mean
Foreground elements that might partially obscure the characters' layer that are part of the scene. Such as a flower field around the foot area or tree branches/leaves toward the top most area.
Also, in other news, I have little idea wtf I'm do'an here.
At school, so working with crappy GM7 again.
Here's the window for the Space Ring.
Assuming the Gors has been launched.
This mock-up shows just how off the launch was.
I love it, Nick!
Suggestion: Batterina should be knocked over where Gors would have hit her on the way out.
EDIT: In response to Mighty's post, her idea makes more sense.
It looks more like she would be knocked out into space and be floating outside the ship.
The pluchies were put there afterwards in memory of the ever drifting Bullethead.
In hurrying panic, of course. The meteor is still coming!!!
(03-18-2012, 09:40 PM)[robo9] Wrote: [ -> ]Unfortunately, I am unable to have any interaction between characters and stages
What about special assists that only appear in a designated stage? ie.: A Castle stage that causes a Paladine to come out every once and a while and attack people.
(03-19-2012, 03:04 PM)Sir Zadaben Wrote: [ -> ] (03-18-2012, 09:40 PM)[robo9] Wrote: [ -> ]Unfortunately, I am unable to have any interaction between characters and stages
What about special assists that only appear in a designated stage? ie.: A Castle stage that causes a Paladine to come out every once and a while and attack people.
I actually like this idea. Whether or not it'll make the game too complex/"crowded", I don't know.
yo, gors here
I am glad that you're still working on sprites, I really love all the progress that's being done so far.
Though, PLEASE, don't think big on the background.
THE BACKGROUND IS JUST A PRETTY IMAGE BEHIND THE FIGHT. THERE WON'T BE STAGE GIMMICKS, THERE WON'T BE STAGE PROPS INTERACTION, ETC. Think Street Fighter 2, without those drums or crates that crush when you throw your opponent.
ANOTHER POINT, SPRITE THE BACKGROUND WITH THE OFFICIAL PALETTE, THEN USE A SPECIFIC PROGRAM TO MAKE THE COLORS DULL. This is better than using the original colors themselves and it's easier than choosing new colors.