[Submission] Wandering Eye
- doomedarchviledemon
- Topic Author
- Pain Elemental
- Posts: 251
Connection: Evileye
Palette: Doom
Summon: Wanderingeye
Ambient Sounds: No
De-/Activatable: No
Destroyable: Yes
Special Effects: None
Brightmaps: None
Actor Modifications: None
ACS: None
Submitted: TheDoomedArchvile
Decorate: TheDoomedArchvile
Sounds: Doom 2, Doom 64
Sprites: JoeyTD
Sprite Edits: TheDoomedArchvile
Idea Base: Population critter fitting for hell or other-worldly areas
Descrpition: A floating eye that wanders the planes of hell. Unlike its more developed kin these eyes typically do not engage with others and simply keep watch over the hellscape.
Wandering Eye
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- Gothic
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- Blue Shadow
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- doomedarchviledemon
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- Pain Elemental
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- Blue Shadow
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- doomedarchviledemon
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- Pain Elemental
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- Blue Shadow
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That's fair enough.doomedarchviledemon wrote: While I do agree to some extent, in my head anyway, I feel having the added transparency is what pushes something into being more ghostly because it adds to the non-interactive nature and look of that thing; where as I feel this wobbly effect alone is something more like an illusion when being applied to a thing. That's just my thought process anyway. With that said, the idea is to have these creatures be physical and interactive. To cause less confusion and to have it more visually clear I have removed the effect from the enemy.
Anyway, I was going to add this, but noticed a couple of minor things:
- In the Vanish state sequence, instead of making it (in)vulnerable and (not)autoaimable, save yourself the trouble and just make it (un)shootable (i.e. use A_SetShootable/A_UnSetShootable).
- A call to A_NoBlocking is missing in the Death state sequence (this only needs to be called once).
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- doomedarchviledemon
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- Pain Elemental
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- Blue Shadow
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