[Sprites] ETTiNGRiNDER's Fantasy Creature Laboratory
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Re: [Sprites] ETTiNGRiNDER's Fantasy Creature Laboratory
Good work! A little bit faster and ALOT harder!!!! That short range attack makes a difference!
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Re: [Sprites] ETTiNGRiNDER's Fantasy Creature Laboratory
Any other comments on the gameplay aspects of the second beta, or should I consider those finalized and make the couple of cosmetic tweaks I have in mind?
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Re: [Sprites] ETTiNGRiNDER's Fantasy Creature Laboratory
Animation seemed a bit too jerky. I suppose it can't really be helped. Maybe if it were a bit slower, though.
Also, in my fight against it, I got stuck in walls three times, and unable to turn. Weird.
Also, in my fight against it, I got stuck in walls three times, and unable to turn. Weird.
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Re: [Sprites] ETTiNGRiNDER's Fantasy Creature Laboratory
It happens when he uses his close-ranged firebreat at you for some reason. I think it only happens when you're invulnerable (via cheating) but I'm not sure.
I tried reduced the damage of his firebreath to 1 - it inherits from the Phoenix Rod powered mod - which does damage of 2 - and reduced his fireBALL damage by half, and his speed by about a third. A group of three of these make for a good mid-episode boss fight.
I tried reduced the damage of his firebreath to 1 - it inherits from the Phoenix Rod powered mod - which does damage of 2 - and reduced his fireBALL damage by half, and his speed by about a third. A group of three of these make for a good mid-episode boss fight.
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Re: [Sprites] ETTiNGRiNDER's Fantasy Creature Laboratory
CodenniumRed: When you say you reduced the fireball damage by half, do you mean the regular "Damage" field on the projectile, or the explosive damage, or both?
Gez: Yeah, come to think of it, it is rather jerky. There are several causes to this, I think...
- Afrit strafing (jerks to the side)
- Afrit bobbing (jiggles against ceiling)
- Chopping in and out of flying frames when firing (firing frame always shows wings up)
- Flamethrower chasing (skids around with wings up)
I can get rid of the first two by switching to regular chasing and using +FLOATBOB (removed on death). It means a less pronounced bobbing, though. I tried A_SentinelBob, but that was kind of funky and unpredictable. I don't like how he looks without any bobbing at all, too much like levitation instead of wing-flapping.
I could POSSIBLY get rid of the third issue through inventory tweakery and extra firing frames (to make the wings be in the right position during attack). Not sure if it's worth the effort? It wasn't an issue with the death wyvern because of the rapid fire thing it did where it basically looked like it was gliding/swooping.
The fourth might be aided by the extra frames, too, but he'll still move a little strangely doing that, I think. Unfortunately I think the alternative there (not having him move at all during the flamethrower breathing) would be a lot worse.
The "pinned to wall" thing appears to be an effect of the flamethrower chasing as well, when you get stuck between the wyvern and a wall and he's pushing you, but as CodenniumRed points out, it's probably only an issue with invulnerability, if it happens when you're vulnerable you should pretty much be dead at that point.
Gez: Yeah, come to think of it, it is rather jerky. There are several causes to this, I think...
- Afrit strafing (jerks to the side)
- Afrit bobbing (jiggles against ceiling)
- Chopping in and out of flying frames when firing (firing frame always shows wings up)
- Flamethrower chasing (skids around with wings up)
I can get rid of the first two by switching to regular chasing and using +FLOATBOB (removed on death). It means a less pronounced bobbing, though. I tried A_SentinelBob, but that was kind of funky and unpredictable. I don't like how he looks without any bobbing at all, too much like levitation instead of wing-flapping.
I could POSSIBLY get rid of the third issue through inventory tweakery and extra firing frames (to make the wings be in the right position during attack). Not sure if it's worth the effort? It wasn't an issue with the death wyvern because of the rapid fire thing it did where it basically looked like it was gliding/swooping.
The fourth might be aided by the extra frames, too, but he'll still move a little strangely doing that, I think. Unfortunately I think the alternative there (not having him move at all during the flamethrower breathing) would be a lot worse.
The "pinned to wall" thing appears to be an effect of the flamethrower chasing as well, when you get stuck between the wyvern and a wall and he's pushing you, but as CodenniumRed points out, it's probably only an issue with invulnerability, if it happens when you're vulnerable you should pretty much be dead at that point.
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Re: [Sprites] ETTiNGRiNDER's Fantasy Creature Laboratory
See the [wiki]sprite[/wiki] article for a possible way out: # frame.
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Re: [Sprites] ETTiNGRiNDER's Fantasy Creature Laboratory
Another creature beta is waiting to kill you: The Chaos Beast (no, not every creature I make will have "chaos" in the name, I thought about calling him "Smilodon", but didn't really like that... he got the fangs though.) Based on Eriance's Hellhound from Realm667.
He essentially works like Quake's Fiend: A leaping attack, plus melee. Getting the leap to work nicely took more twiddling than I thought it would, but most of the bugs should be ironed out.
Suggestions for new sounds (particularly the attack sound) are welcome... I don't really like using Quake sounds, as they're very distinctively "Quake" (to me anyways...) On the other hand, the sound does fit rather well.
Summon:
ChaosBeast
ChaosBeastHexen
ChaosBeastHexen is identical in behavior to the regular version, but is scaled up to match better with Hexen's scale.
He essentially works like Quake's Fiend: A leaping attack, plus melee. Getting the leap to work nicely took more twiddling than I thought it would, but most of the bugs should be ironed out.
Suggestions for new sounds (particularly the attack sound) are welcome... I don't really like using Quake sounds, as they're very distinctively "Quake" (to me anyways...) On the other hand, the sound does fit rather well.
Summon:
ChaosBeast
ChaosBeastHexen
ChaosBeastHexen is identical in behavior to the regular version, but is scaled up to match better with Hexen's scale.
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Re: [Sprites] ETTiNGRiNDER's Fantasy Creature Laboratory
Looks cool. I'll give it a test run when I get the chance.
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Re: [Sprites] ETTiNGRiNDER's Fantasy Creature Laboratory
Isn't that an edit of the hellhound from Blood? If it is, great job!
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Re: [Sprites] ETTiNGRiNDER's Fantasy Creature Laboratory
Yes it is, and I agree, it looks nice!Captain Awesome wrote:Isn't that an edit of the hellhound from Blood? If it is, great job!
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Re: [Sprites] ETTiNGRiNDER's Fantasy Creature Laboratory
Yeah, it's ultimately from Blood. Technically it's an edit of Eriance's edit of the Blood sprites.
Anyone tried playing with it yet?
Anyone tried playing with it yet?
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Re: [Sprites] ETTiNGRiNDER's Fantasy Creature Laboratory
I just tested it.
Managed to take it down with a pistol (roughly 40 bullets) without taking major damage in 1 on 1.
Killed it with shotgun in only a few shots and I imagine it would be even easier with stronger weapons.
It would take some dodging skill to evade its attack if you're fighting more than one at a time, but it is still easy to kill cause of it's low hp.
Haven't tried it in Heretic/Hexen/Strife.
Managed to take it down with a pistol (roughly 40 bullets) without taking major damage in 1 on 1.
Killed it with shotgun in only a few shots and I imagine it would be even easier with stronger weapons.
It would take some dodging skill to evade its attack if you're fighting more than one at a time, but it is still easy to kill cause of it's low hp.
Haven't tried it in Heretic/Hexen/Strife.
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Re: [Sprites] ETTiNGRiNDER's Fantasy Creature Laboratory
well the biggest problem nowadays (and all the submissions on torms beast forum) that people only make monsters with 18 diffrent instahit/kill attacks that take 120 bfgshots to go down. we need more weak monsters.lukas wrote:I just tested it.
Managed to take it down with a pistol (roughly 40 bullets) without taking major damage in 1 on 1.
Killed it with shotgun in only a few shots and I imagine it would be even easier with stronger weapons.
It would take some dodging skill to evade its attack if you're fighting more than one at a time, but it is still easy to kill cause of it's low hp.
Haven't tried it in Heretic/Hexen/Strife.
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Re: [Sprites] ETTiNGRiNDER's Fantasy Creature Laboratory
Well I wasn't saying that weak monsters aren't needed.well the biggest problem nowadays (and all the submissions on torms beast forum) that people only make monsters with 18 diffrent instahit/kill attacks that take 120 bfgshots to go down. we need more weak monsters.
I was just surprised because the preview sprite screamed tough monster - but in fact it was little more than a powered up demon (though i still liked it cause of the good looking sprites).
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Re: [Sprites] ETTiNGRiNDER's Fantasy Creature Laboratory
Yeah, I calibrated the decorate more as a somewhat amped-up demon type monster for a possible barbarian TC I've been toying with stuff for, or as a Hexen monster (which mostly don't have high HP excepting bosses). So he probably is weakish as Doom monsters go. Although I did just realize that I didn't set the health as intended, he's supposed to be as durable as a Chaos Serpent/Slaughtaur, but I just found they have 250 HP instead of 200. Will probably adjust that in the next version.
Edit: On the topic of needing more weak monsters, I have a cannonfodder army set in the works... it's just going to take a while all the combining of multiple borrowed bits and customization they'll entail.
Edit: On the topic of needing more weak monsters, I have a cannonfodder army set in the works... it's just going to take a while all the combining of multiple borrowed bits and customization they'll entail.