[SUBMISSION] Whiplash
- Ak47fu2
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- Chaingunner
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11 months 4 weeks ago #1
by Ak47fu2
[SUBMISSION] Whiplash was created by Ak47fu2
Name: Whiplash
Difficulty: Easy
Connections: None
Summon: Whiplash
Melee: Yes
Distance: No
Type: Cybernetic demon
Brightmaps: No
Actor modification: No
ACS: No
Credits:
Code: Ak47fu2
Sounds: Id Software, Bethesda, and Evil Banana 202 (ripped sounds and put them in a yt video).
Sprites: ID Software, Vader, Finalizer, HorrorMovieGuy, Raymoohawk, Damien Daurio, and Craneo.
Idea Base: Doom Eternal whiplash.
Description:The Doom Eternal whiplash!
Difficulty: Easy
Connections: None
Summon: Whiplash
Melee: Yes
Distance: No
Type: Cybernetic demon
Brightmaps: No
Actor modification: No
ACS: No
Credits:
Code: Ak47fu2
Sounds: Id Software, Bethesda, and Evil Banana 202 (ripped sounds and put them in a yt video).
Sprites: ID Software, Vader, Finalizer, HorrorMovieGuy, Raymoohawk, Damien Daurio, and Craneo.
Idea Base: Doom Eternal whiplash.
Description:The Doom Eternal whiplash!
Attachments:
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- DeVloek
- Arachnotron
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11 months 2 weeks ago #2
by DeVloek
Replied by DeVloek on topic [SUBMISSION] Whiplash
The monster doesn't have any of the abilities the Doom Eternal Whiplash has, it behaves pretty much like a pinkie demon which is a bit underwhelming tbh. Some suggestions to make it more interesting:
Making it slither around like in DE would obviously require a whole bunch of new sprites but maybe you can give it a more snake-like behavior by making it dodge left and right, and when within a certain range have it charge at the player.
Also the DE Whiplash has a ranged projectile attack, it could be somewhat replicated with a floorhugging seeker missile.
The mid-range whip attack might be much more difficult to implement. With some additional sprites for the whip itself it should be possible in Zscript, not sure about Decorate.
Making it slither around like in DE would obviously require a whole bunch of new sprites but maybe you can give it a more snake-like behavior by making it dodge left and right, and when within a certain range have it charge at the player.
Also the DE Whiplash has a ranged projectile attack, it could be somewhat replicated with a floorhugging seeker missile.
The mid-range whip attack might be much more difficult to implement. With some additional sprites for the whip itself it should be possible in Zscript, not sure about Decorate.
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- Ak47fu2
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- Chaingunner
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11 months 2 weeks ago #3
by Ak47fu2
Replied by Ak47fu2 on topic [SUBMISSION] Whiplash
I have the sprites for it slithering but I have no idea how to code it. I have never seen the ranged projectile attack in game, does it fire a fireball or something? I do not have any sprites for the whip attack sadly (or any idea how to code it lol).
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- DeVloek
- Arachnotron
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11 months 2 weeks ago #4
by DeVloek
Replied by DeVloek on topic [SUBMISSION] Whiplash
check out this video, it's a detailed rundown of all the abilities of the Whiplash. You can see the ranged attack I'm talking about at 2:20
https://www.youtube.com/watch?v=OuV_YqsM5Ko
The same channel has similar analysis videos on all the other Doom Eternal monsters, check them out if you need more inspiration for your monsters.
https://www.youtube.com/watch?v=OuV_YqsM5Ko
The same channel has similar analysis videos on all the other Doom Eternal monsters, check them out if you need more inspiration for your monsters.
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- Ak47fu2
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- Chaingunner
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11 months 2 weeks ago #5
by Ak47fu2
Replied by Ak47fu2 on topic [SUBMISSION] Whiplash
I see. Thanks
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- Gothic
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11 months 2 weeks ago #6
by Gothic
Replied by Gothic on topic [SUBMISSION] Whiplash
1
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- Ak47fu2
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- Chaingunner
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11 months 2 weeks ago #7
by Ak47fu2
Replied by Ak47fu2 on topic [SUBMISSION] Whiplash
Thanks. I will add it (and credit you for some code aswell). Who should I credit for the sprites? Also any idea on how I make the slithering ability? I do have sprites for it.
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- Gothic
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11 months 2 weeks ago #8
by Gothic
Replied by Gothic on topic [SUBMISSION] Whiplash
The sprite comes from the game Cyclones, and I recolored it red.
You can make the slithering by creating a different chasing state with shorter frames, and giving distance checks in its seeing state so it switches to its faster walking animation if it gets closer to the player:
See:
WHIP AA 3 A_Chase
TNT1 A 0 A_JumpIfCloser(384,"Slither")
WHIP BB 3 A_Chase
TNT1 A 0 A_JumpIfCloser(384,"Slither")
WHIP CC 3 A_Chase
TNT1 A 0 A_JumpIfCloser(384,"Slither")
WHIP DD 3 A_Chase
TNT1 A 0 A_JumpIfCloser(384,"Slither")
Loop
Slither:
WHIP AAABBBCCCDDD 1 A_Chase
Loop
You can make the slithering by creating a different chasing state with shorter frames, and giving distance checks in its seeing state so it switches to its faster walking animation if it gets closer to the player:
See:
WHIP AA 3 A_Chase
TNT1 A 0 A_JumpIfCloser(384,"Slither")
WHIP BB 3 A_Chase
TNT1 A 0 A_JumpIfCloser(384,"Slither")
WHIP CC 3 A_Chase
TNT1 A 0 A_JumpIfCloser(384,"Slither")
WHIP DD 3 A_Chase
TNT1 A 0 A_JumpIfCloser(384,"Slither")
Loop
Slither:
WHIP AAABBBCCCDDD 1 A_Chase
Loop
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- Ak47fu2
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- Chaingunner
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11 months 2 weeks ago #9
by Ak47fu2
Replied by Ak47fu2 on topic [SUBMISSION] Whiplash
So I credit Raven for the CyClones sprite? Also the slithering sprites are alot shorter, how do I make it harder to hit (shorter hitbox) when it goes into the Slither state?
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- Gothic
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11 months 2 weeks ago #10
by Gothic
Replied by Gothic on topic [SUBMISSION] Whiplash
You can use
A_SetSize
for that, but from what I've been testing, that matters very little. Hitboxes in classic Doom aren't as elaborate as Doom Eternal.
If you're still interested you can do it like this:
If you're still interested you can do it like this:
Code:
See:
TNT1 A 0 A_SetSize(20,59)
WHIP AA 3 A_Chase
TNT1 A 0 A_JumpIfCloser(384,"Slither")
WHIP BB 3 A_Chase
TNT1 A 0 A_JumpIfCloser(384,"Slither")
WHIP CC 3 A_Chase
TNT1 A 0 A_JumpIfCloser(384,"Slither")
WHIP DD 3 A_Chase
TNT1 A 0 A_JumpIfCloser(384,"Slither")
goto See+1
Slither:
TNT1 A 0 A_SetSize(8,10)
WHIP AAABBBCCCDDD 1 A_Chase
goto Slither+1
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