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[submission+update] Dark Devil (plus Dark Imp pack tweaks)

  • Skelegant
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7 years 3 months ago - 7 years 2 months ago #1 by Skelegant
Name: Dark Devil
Difficulty: Medium
Connections: None
Summon: DarkDevil
Melee: No
Distance: Missile
Type: Demon
Brightmaps: None
GLDEFS: Yes
Added States: None
ACS: None

Credits:
Decorate: Eriance, Skelegant
GLDEFS: Ghastly Dragon, Skelegant
Sounds: Id Software, Midway, Eriance
Sprites: Id Software
Sprite Edit: Eriance, ItsNatureToDie

This beast lobs loads of dark energy balls at you and is fairly speedy. Not something you want to turn your back on.

Sprite:
[img]http://www.m*diafire.com/convkey/cfea/2dpqeoi88q3ab8gzg.jpg[/img]

Updated dark imp pack download: http://www.m*diafire.com/file/2cwqw29gfef9qem/DarkImpPack.zip

I also updated the Nami dark imp with ItsNatureToDie's fixed attack rotations, gave the Nether Imp green blood to match its death sprites, and deleted the surplus DRKI sprites.
Last edit: 7 years 2 months ago by Skelegant.

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  • skelepound
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7 years 3 months ago #2 by skelepound
Badass. Also, is your avatar part of a spritesheet or existing monster? I'm really digging it.

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  • MagicWazard
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7 years 2 months ago #3 by MagicWazard
Looks promising. Bear in mind, though, that the "added states" part of the documentation only refers to if the monster requires you to add additional states to other actors in order for it to work correctly, like custom pain states for a player--it doesn't mean the monster itself has extra or unusual states.

Also, I'd split the Dark Imp pack update into a separate submission, rather than try to ninja it through using this thread. (I assume you want the Dark Imp pack update to be available separately from the Dark Devil.)

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  • Skelegant
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7 years 2 months ago #4 by Skelegant
Actually I wanted the dark devil to be included in the dark imp pack, since it's a dark version of an existing imp variant. I'm happy to split it if you think that'd be better :)
("added states" has been fixed, thanks for pointing it out)

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  • Dreadopp
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7 years 2 months ago #5 by Dreadopp
I think the Dark Devil could be part of the Dark Imp pack if no one else has any issues with that. It has a similar color scheme and projectiles.

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  • MagicWazard
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7 years 2 months ago #6 by MagicWazard

Dreadopp wrote: I think the Dark Devil could be part of the Dark Imp pack if no one else has any issues with that. It has a similar color scheme and projectiles.


I kind of feel it should be separate, but not that strongly. We could go either way and I'd be alright.

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  • Blue Shadow
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7 years 1 month ago #7 by Blue Shadow
About the Dark Devil: currently, the monster doesn't make any sound when it does its melee attack, which is lacking. So I suggest you either provide a suitable sound, or change the melee attack into a scratch or slash one. After all, it does have those Wolverine-like claws. :p

As for whether or not this should be part of the pack, I'd say keep it in.

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  • Skelegant
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7 years 3 weeks ago #8 by Skelegant
Slash sound has been added, plus I made its projectiles weave to add to the "grinning devilish trickster" vibe it's got going on :D

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  • Blue Shadow
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6 years 11 months ago #9 by Blue Shadow
One thing concerning the attack sequence. First, here's the code:

Code:
Melee: Missile: DDVL EF 5 A_FaceTarget DDVL GGG 3 A_CustomComboAttack("DarkDevilBall",32,3,"imp/melee") DDVL G 0 A_Jump(200,7) DDVL GGGGGG 3 A_CustomComboAttack("DarkDevilBall",32,3,"imp/melee") DDVL G 3 goto See

As you can see, the monster can perform a melee attack multiple times per attack sequence very, very quickly. The issue here is that there isn't any animation to accompany these attacks. The monster appears to just hold its hands out in its target's face, while damage is being inflicted and the melee sound is being played repeatedly.

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  • Skelegant
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6 years 11 months ago #10 by Skelegant
Oops, well that looks stupid :D I've added a seperate melee state, doing more damage with 100% less pattycake action

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