Hell-Forged - Episode 2 (Restarting Eventually)

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ActionAlligator
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Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by ActionAlligator »

haha, no worries, I figured :)

ahh, ok, that makes sense. I was wondering about that as well to myself actually and how performance would be impacted if lots of enemies also had 'blood token' or similar resource. I would guess a 'blood token'-esque resource for all blood enemies is much less impactful since it only adds, removes, or checks it when attacking whereas I would guess a blood floor check would have to occur every single frame?

wish you luck on outcome :)
Gez
 
 
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Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by Gez »

Amuscaria wrote:Only 1 enemy is intended to have a interaction with a blood floor, and that's the Striga, since it would make send. I haven't implemented anything yet since I'm unsure if have dozens of enemies constantly checking for what floor tile they're standing on is performant or not. Will need to do some testing.
It shouldn't be much of a problem, this is a vanilla Hexen feature. (Implemented in ZDoom as the [wiki=Classes:Serpent]CANTLEAVEFLOORPIC[/wiki] flag.)
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Amuscaria
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Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by Amuscaria »

@Gez: sweet. Thx! :mrgreen:
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Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by Amuscaria »

Was out for a week visiting family, and then spent the last week getting my ass handed to me in Elden Ring. But project's back on track now, finishing up the Vampyr this weekend. Decided to make it a bit taller than the Imp, about half way between the Imp and a Revenant. 120 HP, attacks twice with slightly homing fireballs.

Vampyr sprite animation:
Image
Gez
 
 
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Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by Gez »

Neat as always. I'm kinda distracted by the shoulder spike's movement during the walk cycle, but I guess it makes sense that it'd be aligned with the humerus but I imagined it more as an outgrowth of the scapula.
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Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by Enjay »

Nice and creepy and very much in keeping with the other new sprites.

I agree with Gez on the spike though - in fact, although being an extension of the humerus in that way makes some sense, it would probably restrict the range of movement of the shoulder ball and socket joint (assuming its skeleton is human-like). I too think a scapula extension makes more sense and would be less distracting.
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Amuscaria
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Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by Amuscaria »

Where its sticking out of the 3D model it would have to come out as an extension to the humerus, a bit below where the ball socket is. It's too far away from the scapula to be an extension of it.
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Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by Gez »

Enjay wrote:in fact, although being an extension of the humerus in that way makes some sense, it would probably restrict the range of movement of the shoulder ball and socket joint (assuming its skeleton is human-like).
That's why he's so angry, he can't T-pose properly! :P
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Amuscaria
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Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by Amuscaria »

I'd be pretty bitter too if I couldn't assert my dominance by T-posing. :wink:
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ActionAlligator
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Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by ActionAlligator »

hope you had a nice break :D

as usual, looks great! he's got that c3po swag walk down :P

i'm guessing this guy can utilize blood tokens as well?
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Amuscaria
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Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by Amuscaria »

ActionAlligator wrote:hope you had a nice break :D

as usual, looks great! he's got that c3po swag walk down :P

i'm guessing this guy can utilize blood tokens as well?
Completed:

Image

@ActionAligator: It has Bloodlust as well, but it causes it to attack twice instead of doubling the damage of the fireball.
osjclatchford
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Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by osjclatchford »

hot damn, thats the good-stuff!

I like the creepy vibe that the eyeless look has.
the shambler inspired (?) colourscheme works really well on it.

that being said, I for one would love to see this in doom-imp colours. it'd make a great alternative for nightmarish mods!

simply excellent work as usual...
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ActionAlligator
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Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by ActionAlligator »

looks sweet! that gib is so brutal, hah, I love it.

it looks like the projectile behaves like a grenade? interesting :O
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Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by Captain J »

Creepy and Terrific stuff. I love the gibbing animation!
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Amuscaria
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Re: Hell-Forged - Version 2.00 (Hemodemon p.14)

Post by Amuscaria »

Thanks all. :)

@osjclatchford: A mix of inspirations. Some Neomorph in there somewhere and with a bit of the Shambler. :)

@Action Aligator: It's just a homing fireball. Thought I give it that bean-shape the Dragon Ball Z attacks have sometimes.
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