Just keep them in sync. Have the main object, without buster, be the primary object. The secondary, with buster, is always set to the animation and frame values of the primary, non buster, version. This will ensure they're always in sync. Remember to keep the animations from playing on the buster one.
This way the secondary, and any other object beyond that, will remain in sync at all times from the original source. You have to make sure all the animations are in the same order though. The idea is, whatever animation and frame the normal version is on, the buster version will also be on. They must be structured the same exact way; same order of animations, same frame count, etc. Only the non-buster version needs to have frame timings and such though, since all other versions look to the primary non buster version for all the animation and frame info it needs.
Posted on: March 29, 2012, 06:50:51 AM
Just played the new version. I have to ask, who designs the stage elements?
Also, for Pyre Man; his shots seems hard for me to see. I think because they don't have much contrast with the background color, sharing the same red apparently. Perhaps making them brighter will help that. I like his pattern though. It's a pretty good and classic feeling boss. Fast paced too.