[SUBMISSION] Haedexebus
- MagicWazard
- Moderator
- Posts: 808
I've seen a couple of action special wiki pages that do (or at least used to) list the associated values to the constant names (and the values to use if combining them), but I wasn't sure if that form of flag entry applied to all action specials or not. It's probably for the better to keep the values obfuscated behind flag names, though, for the reasons you stated.Blue Shadow wrote: The "names" are actually numbers; constants . For instance, RGF_SILENT means 1.
The wiki intentionally doesn't list the associated values to the constant names, so as to encourage modders to use the constant names themselves, as they're more readable, especially if you're combining flags.
@ozymandias81:
I think this is current version is great! His railgun behavior is interesting in that it's accurate, but the max range is limited, so it gives the player some more tactical options. (Plus I think this might be the first time I've seen a railgun shot using custom particles; I like the effect.) Behavior-wise, I think he's about perfect.
The only thing left that I see--and it's not really critical--is that he still has more movement sprites than necessary. Since A and B are the same, and C and D are the same, you could get rid of all the B and D frames completely, then in DECORATE, just have his SPAWN state as
"AACC 8 A_Look"
instead of
"ABCD 8 A_Look"
and his SEE state as
"AAAACCCC 4 A_Chase"
instead of
"AABBCCDD 4 A_Chase".
At this point then you'd probably be obligated to rename all the sprites to account for the removed frames, which would then mean changing DECORATE to compensate. So, I'm not sure if that option is attractive to you at this point.
Yeah, it's based off Doom RPG's Behemoth (the tier 1 Mancubus variant). Since I also think of Final Fantasy when I hear "behemoth", I'm mixing it with Heretic's Weredragon and doing a bit more editing to make it a little more "bestial". Still have to finish the tail for his rotation frames, ought to do a better recolor, and might need to re-render his ammo pack model due to field-of-view differences between it and the character itself. I also REALLY want to redo his cannons, but ugh, so much work for thatozymandias81 wrote: PS: Is that Blueish Fatsubi your mostly post-poned Mancubus recently mentioned? Seems so japanese and cruel in the same time...
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FunFact: I called the monster UnMancubus because it has Unmaker Cannons, but Unmaker itself seems to be a gross weapon IMOH.
So maybe I'll call it Illithbus or Fatsoctopus
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- Blue Shadow
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- Posts: 1129
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[EDIT]: If I'm not wrong, I see that this weapon doesn't belong weapons repo... :roll:
[RE-EDIT]: I just give a look into Demon Eclipse resources, but it doesn't seem to belong anymore to it... so from which wad Hellforge weapons belongs Blue Shadow? I've a plan to replace usual fatsoball with Hellforge projectiles (if it's a projectile weapon :roll:), so the whole creature will be more coherent to its name.
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- Blue Shadow
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- Posts: 1129
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So I've changed heavily the UnMancubus with three different attacks + adding properly sounds:
- Added new actors belonging to old Hellforge Cannons of Eriance's dropped Demon Eclipse
- Added more sounds for new projectiles (spawn, see, death, idle)
- Added 3 random custom missile attacks: FatShot (x3), FatMace (x1 but really dangerous) and FatRail (x3 with limited range)
- Converted original Hellforge sprites from Doom to paletted PNG (Doom)
- PNGOUT'd above sprites
Updated OP file + general credits/infos
UnMancubus is now ready to be submitted, Also I've already finished my pizza slices
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- Gez
- Administrator
- Posts: 59
Mancuborge :derp:ozymandias81 wrote: Maybe then I'll call it Forgebus
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Another cool name could be Chainedbus... but I think UnMancubus fits well...
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