03-23-2016, 10:42 AM
And even the bitmaps in RTBZ are gonna need some TLC...
Inconsistent frame sizes galore, and I also will be not including some of the graphics from the smaller enemies just yet, because... they explode, and there's extra vector-based frames at the end of those sprites just to give them some more oomph! ok, then...
If I'm lucky, I will be able to get these all (minus some effects and stuff) submitted by the end of today, and then doctored-up... but not promising anything.
It's funny, when I put of a project/task, I have a damn good reason for it, as I later discover. Turns-out no asset in this game is actually easy to rip besides sound effects and music. That's a good enough reason for me to say this is going to be tedious nearly 100% of the time.
Assuming they get approved, Monster 01, Monster 02, and Monster 04 are up.
I skipped Monster 03 because I have to go BACK into the decompiler and grab frame labels and indexes, and sub sprite frame counts...
for (var i in RTBZ.sprites){
self.motivation--;
}
I gotta get ready to go, now...
Inconsistent frame sizes galore, and I also will be not including some of the graphics from the smaller enemies just yet, because... they explode, and there's extra vector-based frames at the end of those sprites just to give them some more oomph! ok, then...
If I'm lucky, I will be able to get these all (minus some effects and stuff) submitted by the end of today, and then doctored-up... but not promising anything.
It's funny, when I put of a project/task, I have a damn good reason for it, as I later discover. Turns-out no asset in this game is actually easy to rip besides sound effects and music. That's a good enough reason for me to say this is going to be tedious nearly 100% of the time.
Assuming they get approved, Monster 01, Monster 02, and Monster 04 are up.
I skipped Monster 03 because I have to go BACK into the decompiler and grab frame labels and indexes, and sub sprite frame counts...
for (var i in RTBZ.sprites){
self.motivation--;
}
I gotta get ready to go, now...