All_Your_Base Member


Posts: 376 Join date: 2012-05-25 Age: 15 Location: In a swirling abyss of torment and misery
 | Subject: Re: Expansion Limitations Sun Jun 03, 2012 8:49 pm | |
| That makes everything so much easier. |
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Brikmaethor Member


Posts: 153 Join date: 2010-07-11 Location: I'm doing science and I'm still alive.
 | Subject: Re: Expansion Limitations Sun Jun 03, 2012 9:29 pm | |
| | Reix wrote: | | Brikmaethor wrote: | | All_Your_Base wrote: | Another question: Is there any way for an active camo to work? My Ideas would be a transformation thing with the sprites being a white skeleton(spriting. Not bodily) set to 99% transparency. IDK if it would work. |
Yes, you could achieve that effect with the Zelda/Sheik/Kiao-Ken functionality. You would, however, have to create the "invisible mode" animations separately. |
Invisibility is something you can set to an animation, just as characters like Takamaru could become invisible for one attack, it's just it would be applied to every one. | Yes, but it's still a "mode" that the character has to enter. Thus, separating the regular and invisible modes into two character files, even if all the attacks have exactly the same stats, is the easiest route. |
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