Quote from: Executor winkio on August 01, 2010, 11:07:25 pm
yeah, that's something I was debating over. The thing is, if you are using a combo sprite, you don't need the normal attack sprite anyways, right? So you could just leave it blank. That fact that it's on top lets you make shiny overlays. I'll probably have an option to put it on top or replace the original sprite in the next version.
I thought to leave it blank too, but the sprites aren't drawn directly on top of each other, but shifted down by about half the sprite even though the sprites are the same size. It would be awesome if you could add that feature in... think I'll wait for that before editing the sprites.
Also, I found some issues with the caterpillar:
AI Actors always return from attacking an enemy at walking speed if they get far enough from you, even while you are running. This means you have to stop every now and then for them to catch up.
Switching lead actors in quick succession can cause the supporting characters to walk on top of each other or get left behind, and when that happens they can repeat the bug above, where they're walking back but the rest may be running.
(Sorry to pile more stuff on)