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Originally Posted by Texan
For initial versions, sure, but I say we have to render them later so they can appear to actually roll... The cheesy thing coming to mind. 
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maybe something we could do to minimize the cheesiness is create 3 ball sprites for each type -- 1 still and 2 with swirls which we can alternate at different speeds to give the effect of fast or slow rolling. then when it stops it would display the 5 or 2x facing the player. maybe this is a good median between unanimated and realtime