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Zelda Boss remakes: Armos Knight and Moldorm
#6
In this case I think it'd be better to rotate it by hardware (i.e the pieces don't change; the game's engine rotates it in real time). It's what most game programmers would do; Same with armos. All it needs, in fact, is one sprite. The remaining frames are all processed by programming.
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RE: Armos Knight (Complete) - by ProtoTroid X - 01-28-2011, 09:40 PM
RE: Zelda Boss remakes: Armos Knight and Moldorm - by Gors - 01-30-2011, 09:15 PM

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