This is going to be a hard choice for you, however i think it is true to say that there is very very little in it and only one or two people will actually complain if you eventually pick the opposite to the one they like. In the end, they are both very good and very very similar styles!
Ok, thanks everybody.
It doesn't seem like many people think it will make a lot of difference either way, but A seems to just about win it, and I was kind of leaning towards it myself, so A it is.
I see that you`ve already decided but might as well point out that I like A" better. However there is one thing I think is wrong with A:s perspecitve, I take it that the floor in the middle of the room is lower then the rest? If that is true then then you should draw that in the same way you`ve done with the walls. As it is now you`ve only drawn shadows on the right and left side, but that is not true to the perspective?
My enligsh prevents me from explaing better but I hope you understand what I meant?
I do understand, and yes, you are quite right. Thanks for pointing that out
Unsurprisingly, that project has been put to the side for a while, since I got quite stuck
I may just make a quick sokoban clone out of it sometime, since the block pushing part works nicely.
I'm currently working on a visual ArrayEditor - a bit like a very simple Excel spreadsheet, but loading MMF arrays (and .csv files).
If you still need help with the worms style aiming, you can try this btw.
http://www.angelfire.com/mech/banshee/Grenade.mfa
Made it quickly for someone else a while back. The aiming works well, but the bouncing etc is a bit crappy.
For the animation, I'd make your character sprite have no arms. Then, have another object which is the arms and weapon, and rotate that (with the hotspot at the shoulder joint). Obviously also keep the arms attached to the body...
No problem. "A purpur tale" is currently on ice as well (becuse my mmf2 skills are lacking) I will finish the project though but for now I`m just trying to learn how to work with this new software. I thought platformers was a good starting point so thats what I`m doing at the moment.
I still need help with the aiming, so thanks for the link I`ll check it out right away. I was thinking about removing the arm from the animation and rotating it but then I thought that doing this might be able to create weird bugs/lagg were the arm goes away.. but then again, the chances for that are probably very small. Best way would be to attach it with an "always" event and just change the arms animations I take it?
Whatever event you've got to update the position of the character's body, update the position of the arms in the same event. In theory, as long as you set the position of the arms after, but in the same loop as, the body, then it'll be ok. You might find it looks weird anyway, but it's worth a try.
If you're going to do what Lonn suggested, then you should make the top parts of the walls a lighter colour. It'd make it obvious which floor is higher than the other.
you could do it like adam's, you'd just need to implement a code to position the tops of things farther away from their bottoms based on how far they are from the vanishing point in each room(the average position of all corners), or you could just do it by hand, i dont like b, because in that view enemys could be covered by a wall, which is annoying can make you avoid placing things up against a wall