Well i can't wait to see the picture and are still planning to release it on Christmas Day, ForOhFor Error.
Release a beta, yes. It's still a far way from done. Besides the turtle, there's still the town in the BG, the giants in the BG with their animation (this one's gonna be hell), and minor collision tweaks.
Anyway, new pictures:
Some fixes on the platform lengths. They look like the original now.
Animated rock platform (unfortunately, it won't tilt with the player >.>)
Elaborate, do you mean- have an object to be invisible? How invisible? Shrinking it so that it is unseen and then pop it back up to normal size, and the collisions will work like that?
Probably. I mean, I haven't tried it myself.... But it should By invisible, I man turn the type setting in the materials1 of the model th 3 to make it invisible ingame....
Okay, so I've attacked the collision to the bone, made the bone go up and down on the y axis while the z axis rotates a bit, and all that. I followed the video tutorial perfectly. But the collision doesn't move. It stands still, not moving at all.
I'm using a custom vertexed platform made from a stage builder part, if that makes any difference.
Overlap 2 floor collisions exactly, perhaps. Of course, that might just crash the game...... (BTW, I'm pretty sure it's an insta-kill if you get smashed between a moving floor and ceiling (In SSE it does this at least, and the same with right and left walls colliding....). This could be used for stage hazards, if it works. Nothing to do with your current stage, just something to investigate on your own time...)
So... 3DS will be supported, right? When this comes out, here's what I'm importing: No water yet, but pirate ship has that... Also, what's the estimated release time on this?
Could you make the shadows a bit lighter? I understand they have to be monochrome, but they really look more like shadows to me than reflections, if you know what I mean. I think flag 6 in Materials1 is brightness.
I use blender =P believe me... it's prbly 6 times harder than flash... XD
@JJ720 Replace my cat with Dark Pikachu WIN!!!
2D games, yes. But I've actually simulated a third dimension, so shut up. Oh, and anyone calling 2D games 'simple' is unfortunately misinformed. But in comparison to 3D games, yes.
XD Yeah, game developing is a b*tch. I use flash, and the wall collisions on one of my games are so buggy that one character can push another character through a wall if the correct situations apply >.>
Anyway, back to on topic: Blame the brawl developers! (Doesn't this directly contradict my above off-topic statement? And the answer - not really! You see, I'm a complete hypocrite!)