Devil Worms Pack
- doomedarchviledemon
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- Pain Elemental
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8 years 5 months ago #41
by doomedarchviledemon
Replied by doomedarchviledemon on topic Worm Pack
Small update. Started to get the Elder Worm's tail made and managed to get in a little curl as well. I didn't make the tail circle around the worm because that would require a lot of segments to make it look right and not have the segments overlap each other too much, as well as having that many segments would mean I would have to make each of the 'active' segments last longer to match the tail's idle length.
The idle segments are all currently facing forward which does look pretty... eh ugly. At the moment I need to make them spawn facing in different directions so that it follows the tail's path. However, making the tail face in a different direction also means that I need to further fiddle around with the placements again to get that curl back the way I want it which is going to be a bit of a pain.
Still though, that's where I'm at now. How's it looking so far?
The idle segments are all currently facing forward which does look pretty... eh ugly. At the moment I need to make them spawn facing in different directions so that it follows the tail's path. However, making the tail face in a different direction also means that I need to further fiddle around with the placements again to get that curl back the way I want it which is going to be a bit of a pain.
Still though, that's where I'm at now. How's it looking so far?
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- MagicWazard
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8 years 5 months ago #42
by MagicWazard
Replied by MagicWazard on topic Worm Pack
So far, it's looking very promising, even with the tail segments all facing straight-ahead.
I did just come to realize the annoyance in not being able to shoot the tail, though. Still, it's a fair limitation for an elaborate monster made for a 23-year-old game.
23 years...oh my God, I played this game in high school. I feel so old.
I did just come to realize the annoyance in not being able to shoot the tail, though. Still, it's a fair limitation for an elaborate monster made for a 23-year-old game.
23 years...oh my God, I played this game in high school. I feel so old.
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- doomedarchviledemon
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8 years 2 months ago #43
by doomedarchviledemon
Replied by doomedarchviledemon on topic Worm Pack
Update time!
After a break from working on these guys and then coming back to try and twist all of these tail segments to make them face the directions that I wanted them too... I got frustrated at how much of a pain it was and decided to stop where it currently is and simply say you know what, this is good enough. I got the tails all done, they spawn and look like how I wanted them too while moving, they have an idle state when spawned in, and the mechanics are working just fine. So you know what, I need to stop being a major perfectionist on these little buggers and call it finished.
At least, I would if I wasn't now running into an issue that is really getting on my nerves. That is that when the worms do the Skullattack, from what I have observed, it seems to go into the See state instead of the TrueSee state like it is suppose to. I have all of the goto flags set to TrueSee and have that A_CheckFloor flag also set to go to the Land state which then points straight back to the TrueSee state so it should all be working as far as I can figure out.
So, if someone would like to take a look and see if they can see what the problem is then please be my guest. Once this issue is fixed I am calling these guys done. For super reals this time!
After a break from working on these guys and then coming back to try and twist all of these tail segments to make them face the directions that I wanted them too... I got frustrated at how much of a pain it was and decided to stop where it currently is and simply say you know what, this is good enough. I got the tails all done, they spawn and look like how I wanted them too while moving, they have an idle state when spawned in, and the mechanics are working just fine. So you know what, I need to stop being a major perfectionist on these little buggers and call it finished.
At least, I would if I wasn't now running into an issue that is really getting on my nerves. That is that when the worms do the Skullattack, from what I have observed, it seems to go into the See state instead of the TrueSee state like it is suppose to. I have all of the goto flags set to TrueSee and have that A_CheckFloor flag also set to go to the Land state which then points straight back to the TrueSee state so it should all be working as far as I can figure out.
So, if someone would like to take a look and see if they can see what the problem is then please be my guest. Once this issue is fixed I am calling these guys done. For super reals this time!
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- Dreadopp
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8 years 4 weeks ago #44
by Dreadopp
Replied by Dreadopp on topic Worm Pack
I really like these things. The sprite variation for each age looks pretty cool.
Something I noticed while fighting the teen worm (although it did happen with the adult and elder worms afterwards) was that when the worm jumps toward the player in mid-air, it looks like the tail shoots off to the right. Not sure if that is something that could be adjusted easily.
Something I noticed while fighting the teen worm (although it did happen with the adult and elder worms afterwards) was that when the worm jumps toward the player in mid-air, it looks like the tail shoots off to the right. Not sure if that is something that could be adjusted easily.
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- doomedarchviledemon
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8 years 3 weeks ago #45
by doomedarchviledemon
Replied by doomedarchviledemon on topic Worm Pack
Yes, this is the issue I am now running into that I have no explanation for. It occurs when they land right after preforming the Skull Attack, and only then from what I have seen. It is going into its See state, where the tails are positioned like that as they are suppose to, but should be going into its TrueSee state instead like how I have put in its code. All the GoTo sections of code is pointing to TrueSee and not See, so I am not sure what is going on.
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- doomedarchviledemon
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7 years 8 months ago #46
by doomedarchviledemon
Replied by doomedarchviledemon on topic Devil Worms Pack
Update time!
I decided to get rid of the tails when they are idle on the surface due to having issues with one of their attacks making the idle tails reappear for no reason. I figured that at this point I think it would be fine without their bodies spawning until they move. Additionally, I fixed the Eggs from activating prematurely. They now only activate if the player makes a sound at least 400 map units away from the eggs, making them more of a sound based ambush trap which I think is pretty unique for a monster.
I decided to get rid of the tails when they are idle on the surface due to having issues with one of their attacks making the idle tails reappear for no reason. I figured that at this point I think it would be fine without their bodies spawning until they move. Additionally, I fixed the Eggs from activating prematurely. They now only activate if the player makes a sound at least 400 map units away from the eggs, making them more of a sound based ambush trap which I think is pretty unique for a monster.
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- MagicWazard
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7 years 6 months ago #47
by MagicWazard
Replied by MagicWazard on topic Devil Worms Pack
Almost there! However, I found 2 issues concerning the "hidden" worms specifically:
*They can be targeted, shot, and damaged before they surface. Since they don't surface until they see the player, the player can theoretically kill them while they are hidden.
*The kill count isn't calculated correctly. When they surface, the number of enemies in the map is incremented by 1, but the player has no way to get credit for the extra "monster".
*They can be targeted, shot, and damaged before they surface. Since they don't surface until they see the player, the player can theoretically kill them while they are hidden.
*The kill count isn't calculated correctly. When they surface, the number of enemies in the map is incremented by 1, but the player has no way to get credit for the extra "monster".
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- doomedarchviledemon
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7 years 6 months ago #48
by doomedarchviledemon
Replied by doomedarchviledemon on topic Devil Worms Pack
The issues have been fixed and the new version of the Devil Worms is available to download on the first page. If there are any more issues please let me know.
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- MagicWazard
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7 years 5 months ago #49
by MagicWazard
Replied by MagicWazard on topic Devil Worms Pack
Well, if those issues are fixed, I think these things are pretty much done. Anyone else have any feedback?
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- MagicWazard
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7 years 4 months ago - 7 years 4 months ago #50
by MagicWazard
Replied by MagicWazard on topic Devil Worms Pack
Silence is golden, so I've
posted this on the repo
. Good job on this, and hats off to sticking with it so long through so many revisions!
Last edit: 7 years 4 months ago by MagicWazard. Reason: formatting lol
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