= FlagFu Art = * Players * Probably the most important part here... * In the game, players act like circles in all of the collision detection. We can deal with this two ways that I can see * Make the collisions circles a little smaller than the art, leaving a little bit off error (feet below ground, not being able to walk directly next to a wall). I think this is my prefered way. * Make the players actually look round. (Can't help but notice http://www.rpi.edu/~kongk/gifs/a18.gif :P). If you can make them look good and be round (fat/otherwise bulky), that's great, but I can't picture it. * The players are supposed to be carrying balloons some of the time (the balloons hang above/behind them on strings...I don't know if there's any way you want to manage that, otherwise I'll just put the strings behind them at the center of the image.) * Animation * run * a bunch of frames of the player running in one direction would be a good start. legs and arms moving...that kind of thing * jump * fly * throw * pick up balloons * toggle flags * talk to the monk * get hit/stunned * Volleyball * Just a round thing that flies through the air, bounces off of walls, and hits people. Some frames of just some generic noise/variation might add some quality to it, and I can rotate it as it flies. Currently 16x16. * Flag * Flags (16x16, can be bigger if you want) are on a pole (64x64) and move between the top of the pole and the bottom. * If you want to make several frames of flag animation, we can make them wave in the "wind" a little, or I could try to warp it a bit in-game. * I forget why I made the pole image so wide, but the pole is in the center, and the left side of the flag image is "attached" to the pole. * Balloon * The balloons sit around on the level some times and are carried by players other times. * Currently 32x32 for the round part seems to be a good size * If you want to have balloons be non-round (there could be the part where it is knotted and a string is tied on, slightly oblong, or whatever), I can try to make it rotate nicely in the game. * Monk * The monk is sort of the hub of the game...players have to go to him, get some balloons, bring him back to the monk, repeat... * He could either hover in the air or stand around. Either is fine. * He's currently a single 64x64 image, which seems to be a good size, though I think I may scale him up in-game a little. * Terrain * A tileable image (preferably 256x256) representing grass or the ground or anything that a level might be made out of * HUD * Wind magic meter 256x16 image, only a fraction of it is shown (the left side) corresponding to how much "wind magic" is left