[SUBMISSION] RoboCain (Robocop 2)
2 years 5 months ago #31
by SkeletronMK666
Replied by SkeletronMK666 on topic [SUBMISSION] RoboCain (Robocop 2)
lighting and rendering is key to making a model to sprite work.
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2 years 4 months ago - 2 years 4 months ago #32
by SkeletronMK666
Replied by SkeletronMK666 on topic [SUBMISSION] RoboCain (Robocop 2)
Last edit: 2 years 4 months ago by SkeletronMK666.
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2 years 4 months ago #33
by SkeletronMK666
Replied by SkeletronMK666 on topic [SUBMISSION] RoboCain (Robocop 2)
iv'e hugly improved his walk cycle animation too. looks more fluid and has more frames like 5 frames of walking animation.
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2 years 4 months ago #34
by SkeletronMK666
i have a small preview for quality assurance. i will show you guys what i have so far, it will be finished within the week probably. it's alot to work with. still need other things, such as:pain, death, grenade, weld- states.
Replied by SkeletronMK666 on topic [SUBMISSION] RoboCain (Robocop 2)
i have a small preview for quality assurance. i will show you guys what i have so far, it will be finished within the week probably. it's alot to work with. still need other things, such as:pain, death, grenade, weld- states.
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2 years 4 months ago - 2 years 4 months ago #35
by SkeletronMK666
Replied by SkeletronMK666 on topic [SUBMISSION] RoboCain (Robocop 2)
this is the Fist 2.0 revision. take a look at him and playtest. see if he's good enough, what he needs... you know, besides nuke...
Last edit: 2 years 4 months ago by SkeletronMK666. Reason: failed to upload the file, bad weather. YIKES!
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2 years 4 months ago #36
by SkeletronMK666
Replied by SkeletronMK666 on topic [SUBMISSION] RoboCain (Robocop 2)
https://www.m*diafire.com/file/zwircakxu2e3ti0/CAIN2.0V1.zip/file
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2 years 4 months ago #37
by Gunslahyer_Pi
Replied by Gunslahyer_Pi on topic [SUBMISSION] RoboCain (Robocop 2)
Outstanding! He looks awesome!
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2 years 4 months ago - 2 years 4 months ago #38
by SkeletronMK666
Replied by SkeletronMK666 on topic [SUBMISSION] RoboCain (Robocop 2)
[UPDATE]
https://www.m*diafire.com/file/zm1k6mn28uec06x/CAIN2.0v2.zip/file
OK so, i've been playtesting with someone
changelog-
-able to melee more often
-laugh state is jumped too randomly when inflicted pain
-laugh state jumps to tri grenade attack
-chaingun is twice as fast now does 3,5 damage
- finally, he has a movment speed of 15
-missle has a higher chance of firing a grenade
-has NO chance of going to laugh state when firing form Missle state.
https://www.m*diafire.com/file/zm1k6mn28uec06x/CAIN2.0v2.zip/file
OK so, i've been playtesting with someone
changelog-
-able to melee more often
-laugh state is jumped too randomly when inflicted pain
-laugh state jumps to tri grenade attack
-chaingun is twice as fast now does 3,5 damage
- finally, he has a movment speed of 15
-missle has a higher chance of firing a grenade
-has NO chance of going to laugh state when firing form Missle state.
Last edit: 2 years 4 months ago by SkeletronMK666.
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2 years 4 months ago #39
by SkeletronMK666
Replied by SkeletronMK666 on topic [SUBMISSION] RoboCain (Robocop 2)
i would like to bump the thread. it's been 2 days, i've updated my monster can you guys look at it? geez staff is not around much. and thank you btw.
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2 years 4 months ago #40
by Gothic
Replied by Gothic on topic [SUBMISSION] RoboCain (Robocop 2)
In my opinion, a melee attack seems redundant, why would I want to get close to a monster with a powerful chaingun and a grenade launcher, and also is more prone to use those attacks thanks to the MISSILEMORE flag. Plus the melee attack isn't as powerful and you can avoid it easily to slow it down, similar to the Revenant.
Speaking of the grenade launcher, the spawn offsets are too low, they should spawn from a high altitude, so they have more range, like this:
The laugh animation looks cool, but it also slows down the monster, and it's more vulnerable to attack.
I also assume this is still a WIP, because the dying animation looks incomplete.
There's also these errors at the start:
Speaking of the grenade launcher, the spawn offsets are too low, they should spawn from a high altitude, so they have more range, like this:
Code:
A_CustomMissile("UACGrenade",64,12)
I also assume this is still a WIP, because the dying animation looks incomplete.
There's also these errors at the start:
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