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[SUBMISSION] Demon head / Jumpscare

  • KILLA DIO
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3 years 6 months ago #1 by KILLA DIO
[SUBMISSION] Demon head / Jumpscare was created by KILLA DIO
Information:
Name: Demon Head / Jumpscare
Difficulty: N/A
Connections: None
Summon: Jumpscare
Melee: N/A
Distance: N/A
Type: The type and/or subtype of monster it is. Demon, Monster
Brightmaps: No
Actor modification: No
ACS: No

Credits:
Code: KILLA DIO
Sounds: ID software, KILLA DIO
Sprites: Capstone Software, 13 Days in hell (Developers Unknown) 
Sprite Edit: KILLA DIO
Idea Base: Witchhaven random jumpscares


Description:
An Unconventional Monster, Arguably not an enemy at all, this Actor functions as an invisible trigger that when activated will alert nearby enemies and obscure the player's vision

Sprite:


Download Link:
https://www.dropbox.com/s/3duxgvwusnb0yhu/Demon%20Head%20Jumpscare.zip?dl=0
 

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  • KILLA DIO
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  • Lost Soul
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3 years 6 months ago #2 by KILLA DIO
Replied by KILLA DIO on topic [SUBMISSION] Demon head / Jumpscare
I personally think this would go in heretic/hexen style but if a moderator disagrees then put it wherever you want

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  • doomedarchviledemon
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3 years 6 months ago #3 by doomedarchviledemon
Replied by doomedarchviledemon on topic [SUBMISSION] Demon head / Jumpscare
I like this idea and I think it's handled pretty nicely. A couple things I'd like to say.
  • I think this might be better fitted for the special effect or item category rather than the beastiary since there is no true threat to the player.
  • If the player has activated a jump scare and walks over a second one before the effect wears off, the second one will be picked up and not activate. Removing +Inventory.AlwaysPickup will allow the player to walk over second one without picking it up or activating it, so when the first jump scare wears off and the player walks back over the second one it will still be there, preventing the player from essentially erasing an actor from the map unknowingly.
  • The first BloodOverlay call lasts on screen much longer than the others. With each BloodOverlay increasing its on-screen time by 150 ticks each, the first call should last for 750 ticks. Instead it lasts for 900 ticks. Is this intended?
  • The blood overlays I also feel last just a bit too long.

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  • KILLA DIO
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  • Lost Soul
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3 years 6 months ago - 3 years 6 months ago #4 by KILLA DIO
Replied by KILLA DIO on topic [SUBMISSION] Demon head / Jumpscare
1) I put it in monster as it acts as a debuff/powerdown and also alerts enemies
2) I'll try to fix that soon EDIT: Done
3) it's intended
4)I made it with autoaim in mind, as using autoaim makes the screen blocking less effective since you dont need precise aim
Last edit: 3 years 6 months ago by KILLA DIO.

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  • Gothic
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3 years 6 months ago #5 by Gothic
Replied by Gothic on topic [SUBMISSION] Demon head / Jumpscare
Gotta be honest, while this is well made, I think it's more of an annoyance than a cool feature, so I'll see what other people has to say about this.
And yeah, this feels more like a special effect than a monster.

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