I think you will need just need to swap the positions of the player and the enemy in the drawing loop. Something like an automatic table sorter.Mikepicker wrote:Perfect! Thank you so much for the suggestion! One last question:
is there something like Duff-Porter (http://ssp.impulsetrain.com/2013-03-17_ ... Modes.html) in order to handle image overlay? (This because legs have to stay behind the body, but at the same time when player kicks the opponent, they have to be in front of the opponent body)
Transformation Matrices
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Re: Transformation Matrices
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
personal page and a raycaster
Re: Transformation Matrices
Sadly, no. The wiki lists the blend modes LÖVE supports, though that list does not seem to be very helpful.Mikepicker wrote:One last question:
is there something like Duff-Porter (http://ssp.impulsetrain.com/2013-03-17_ ... Modes.html) in order to handle image overlay?
Again you have at least two options:
- Change the draw order depending on the state, i.e. draw legs, then body when not kicking, body, then legs otherwise. This solution should fit nicely into your current animation framework.
- Have a separate set of legs, that gets only drawn when the character is kicking.
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- Prole
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Re: Transformation Matrices
Again, thanks so much for the advices, I hope to post a playable version as soon as possible
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