Repost and add
---------------------------
Standing
Jumping
Punch
Kick *Might be able to get away with reusing these during jump attacks
Defend
Specials (How many per character? 1 melee / 1 range?)
-----------------------------
Craps, I'm an old man!
DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
21st October, 2007 at 18:23:18 -
You know, I'd love to see a Mia battle vs. a Buzz the squirrel, or a Mitch vs. a baby Circy. Bring it on!
I've slowly been piecing together pieces of special effects that I'd implement in it, like that verlet chain effect, and I'm currently working on real-time screen resizing in MMF using sub-apps (so the screen could zoom out like SSB does).
Sprites could be any size, really, with just attached points for arms and legs, heck, I could use verlet integration to model them as realistic ragdolls while I'm at it (for when the character is sent flying). Since I left the gravity and velocity constants alterable, any size playfield/sprites could work, but I personally lean towards smaller applications (like 320x240) so that resizing/rescaling works a ton better. Its mostly a matter of preference.
Is there a viewport object for MMF1? I just need something that can set the "in-level" window boundaries as parameters passed into it, and export the drawn frame, which is then resized to the "real window" boundaries.
I say about 25%-30% of the screen height should be roughly the max size of a character (in this case a 320x240 would make it a max height of 60-72 pixels, or is that too small for some people?)