04-27-2023, 03:27 PM
(04-27-2023, 11:06 AM)malong Wrote: Nice! I'll eagerly await the next update. I think I'll separate the creatures accordingly. It's the best workflow atm when the sprites are likes this, but I probably just have to familiarize myself with atlas regions. Then it wouldn't be much of an issue. I'm currently looking into making the input buffer, so I can see those SWEET special attacks in action =)
If you have any instructions on how to separate the heads, etc. point me in the right direction.
One more thing... I'm really struggling with the layout of interior scenes, so any interior graphics (e.g. inside school) might provide some insight as to how I might go about it. The original idea was that you can zoom out and see things going on on the floor above (maybe even below you). I might just drop that altogether though as it is rarely done in these games and without anything to copy I'm pretty cluesless about perspective and such things. Plus, I was going for 2.5D even though I understand it was meant for 3D. But I don't really see the point. Sure, knockback effect and such could be done with weight of characters, gravity, etc. but doing it in 2D only takes a couple lines of code and isn't a big deal.
The heads are already separated. They need to be organized so they can be placed. Like, for each character, head1 would be looking forward neutral, head2 would be looking forward angry, head3 would be taking damage, etc. The files are not in order and need to be manually organized.
I'm not sure what you're asking for in the second part. Spriter's Resource has level maps of several Kunio games and other beat'em'ups. You can check those out to get an idea of belt-scrolling level design. The levels of this game are 3D despite the characters being 2D sprites. I have no intention of attempting to rip the model data.