I managed to write the decorate code for a weeping angel monster.
At the moment I only need the sprites... for the nature of the monster, I just need 2 sprites: the angel with the hands on the face and the angel attacking you.
If you don't know what a weeping angel is, read this:
http://en.wikipedia.org/wiki/Weeping_Angels
L.
[sprites] Weeping angel
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Re: [sprites] Weeping angel
With a little touchup, maybe this:
http://www.spriters-resource.com/pc_com ... heet/33678
http://www.spriters-resource.com/pc_com ... heet/33678
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Re: [sprites] Weeping angel
Actually it is the temporary sprite I'm using as placeholder for my angels... but I would prefer a true one.neoworm wrote:With a little touchup, maybe this:
http://www.spriters-resource.com/pc_com ... heet/33678
But thank you anyway!
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Re: [sprites] Weeping angel
How about screencapping them right from the films? They're always seen motionless, you don't need to do any complex animation.
Also will their attacks forcefully reload a previous autosave?
Also will their attacks forcefully reload a previous autosave?
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Re: [sprites] Weeping angel
Yes, I tried but... I always get two sprites (and I need 2 sprites) different...printz wrote:How about screencapping them right from the films? They're always seen motionless, you don't need to do any complex animation.
This is a very good idea... how can I implement it in zdoom?printz wrote:Also will their attacks forcefully reload a previous autosave?
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Re: [sprites] Weeping angel
Easiest way I think is:
- force autosave to be enabled (can it?)
- use autosave checkpoints all over the place
- make the Angel kill the player, but in a different mode than usual (no scream, for starters)
- the player will be forced to restart, but will restart at the latest autosave.
- force autosave to be enabled (can it?)
- use autosave checkpoints all over the place
- make the Angel kill the player, but in a different mode than usual (no scream, for starters)
- the player will be forced to restart, but will restart at the latest autosave.