SnowSultan
Member
There are a couple of things I would like to try and do with animations that don't seem to be possible with the standard commands. I was hoping someone might be able to give some advice on how these might be accomplished.
Is it possible to have part of the player sprite (like an arm or leg) be displayed in front of an enemy and the rest of the player behind the enemy? An example might be doing a knee after a grab (the knee should appear over the enemy but the player will be partially blocked by the enemy's body) or a groin punch (where one of the enemy's legs would be in front of the player's arm).
Is there any way to set multiple bounding boxes on an enemy so that they can react differently depending on where attacks hit them? I thought maybe you could overlay multiple versions of the same enemy and have them all track the original's movements, but then I wouldn't know how to hide all the copies and only have the animation of the 'hit' one play.
I'm not concerned with memory optimization, just possible methods. Thank you very much for any suggestions.
Is it possible to have part of the player sprite (like an arm or leg) be displayed in front of an enemy and the rest of the player behind the enemy? An example might be doing a knee after a grab (the knee should appear over the enemy but the player will be partially blocked by the enemy's body) or a groin punch (where one of the enemy's legs would be in front of the player's arm).
Is there any way to set multiple bounding boxes on an enemy so that they can react differently depending on where attacks hit them? I thought maybe you could overlay multiple versions of the same enemy and have them all track the original's movements, but then I wouldn't know how to hide all the copies and only have the animation of the 'hit' one play.
I'm not concerned with memory optimization, just possible methods. Thank you very much for any suggestions.