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News and Announcements / Re: SGDK2 Beta 1 Released
« on: 2007-10-09, 07:29:41 PM »
hah yea don't worry about that small crap, thats just me being lazy
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Invincible and hurt wouldn't necessarily need to be states. They could be counters that affect the player's color. That's relatively easy to do with a call to modulate a color channel on the sprite based on a counter value or a sprite parameter value (you can have a rule that, when the "hurt" parameter is 1, toggles another counter between 127 and 0, and sets the alpha channel to match in order to make the player flash translucently).

I hope I'm not explaining this too poorly. Like, the normal state would look like all the original animations in my first game, but then the hurt ones would be flashing, and maybe like a color change for the invincible ones, or something. I don't think that I could have done this in sgdk1 because I would have had to have 5 sprites for each state, and there would be a problem with switching to the right state's position. How feasible does something like this sound? Would it be ridiculously hard to implement, or would it be doable?
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