lemm wrote:1. Okay, I'll fix that. (My thinking was that the 3rd frame would only be used for the downward motion
No. In my spritesheet it's "normal frame", "prepare to jump" and "jumping frame". You can make him hop down with that frame on downslopes.
2. Right, its eyebrows are missing. Another cool (and totally unintended) feature with this sprite: you can avoid the wind by crawling
Some how he can't shoot while crawling. Maybe it's indeed good for balancing, so crawling won't be overused.
3. Okay, I will lower the vertical thrust.
No, I think it's ok, I didn't notice it's variable height motion.
Anyway - keep the ability (for Keen) to both jump above him (at low point of head), and jump in between the head and the body - in the upper point of the head. It's very cool IMO. So as long as head goes low - it should go high enouph in upper point to allow Keen to jump in between.
5. Thanks. Unfortunately, I can't make it move while he attacks, because it must stay perfectly still while its bounding box is changed, so stinging in mid air is out. I can increase the distance at which it will attempt to attack by 1/2 a tile or so.
Will he be killable?
Another sprite request: there are some enemies that take multiple hits, so the player has to know if his shot registers an impact. In Keen Galaxy, sprites flashed white if they were harmed, but since I didn't have the foresight to put that in, there needs to be another way to visualize a hit. I was thinking something like a comic book "POW"
Yes, we need to think....I might have some ideas too...
Can you list the enemies?
(My names for them are: Devil, Jumping Slime, Winged Ball, Frog+froggies, Boot People, SnakeRoller, MadRunner, Scorpion, EyeShooter, Slug, Janitor Bird, Lick, BowShooter, WandGuard, BigMouth, Turtle, Green Bird, Green Sloth, Yoga(aka Force) Lizard, Scared Bear, ClawWalker....)