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[SUBMISSION] Divine Shadow

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8 years 4 months ago #21 by ZZYZX
Replied by ZZYZX on topic [SUBMISSION] Divine Shadow
Well I'm okay with it being added in the current state, even though I think it can be edited. Might do another version sometime.

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8 years 4 months ago #22 by MagicWazard
Replied by MagicWazard on topic [SUBMISSION] Divine Shadow

ZZYZX wrote: Well I'm okay with it being added in the current state, even though I think it can be edited. Might do another version sometime.

Well, if you're finished with it for now, and we approve it, you can always submit an update later if you want to revise it after-the-fact. We've got no problem with that.

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8 years 4 months ago #23 by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Divine Shadow

ZZYZX wrote: Updated archive. Gave it 3500 health. Now it again requires either very long SSG beating or usage of higher end weapons.
Gave it 50% resistance to BFG tracers (but not ball, simply because there is no damage type for it). Since the vile is small and fast, it now requires significantly better aim to hit it with BFG.

I want to give this another spin, but the download link seems to be outdated. The WAD doesn't include any of the above changes.

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8 years 4 months ago #24 by ZZYZX
Replied by ZZYZX on topic [SUBMISSION] Divine Shadow
Downloaded the archive from the link in OP post, checked.

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8 years 4 months ago #25 by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Divine Shadow
Okay, I tried the latest version, and I've got nothing to add except that I'm happy with it; the monster is still a challenge, but it's no longer frustrating to fight, which is a plus.

I approve.

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8 years 4 months ago #26 by MagicWazard
Replied by MagicWazard on topic [SUBMISSION] Divine Shadow

Blue Shadow wrote: Okay, I tried the latest version, and I've got nothing to add except that I'm happy with it; the monster is still a challenge, but it's no longer frustrating to fight, which is a plus.

I approve.


For the most part, so do I. I only have 3 small pieces of feedback:

*He still uses the BFG sprites. As mentioned before, those are generally associated with the BFG gun and not supernatural attacks. Any chance of getting recolored and/or new sprites? If not, it's not a deal-breaker.

*He's got no pain chance or frames. This might be a deliberate choice to avoid having his attacks interrupted, but if that's the intention, you can instead enable or disable pain by setting the NOPAIN flag as he's starting/ending his attacks.

*He's the same size as a regular Arch-Vile, but has 3500 points of health. I feel like he should be larger. You can use Scale as a quick workaround--though he'll be more pixelated than other monsters--or you can see about actually upscaling the sprites if you want them to remain smooth at larger sizes. (If you are interested in upscaling, I can take a stab at it for you.)

Anyways, despite the above, I'm going to say "OK" to the current version; I'll wait a few days before uploading it to see if you are interested in addressing any of the above points. If you'd prefer to leave it as-is, we can upload it as-is.

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8 years 3 months ago #27 by ZZYZX
Replied by ZZYZX on topic [SUBMISSION] Divine Shadow

MagicWazard wrote: *He still uses the BFG sprites. As mentioned before, those are generally associated with the BFG gun and not supernatural attacks. Any chance of getting recolored and/or new sprites? If not, it's not a deal-breaker.

This is a conscious decision and not a result of laziness. So I'd prefer it to stay that way.

MagicWazard wrote: *He's got no pain chance or frames. This might be a deliberate choice to avoid having his attacks interrupted, but if that's the intention, you can instead enable or disable pain by setting the NOPAIN flag as he's starting/ending his attacks.

...and then there will be no point because the pain chance would be low either way and the main purpose of pain state with archvile is stopping it's attack. (remembering how I use supershotgun in the face to prevent normal archvile's blast)

MagicWazard wrote: *He's the same size as a regular Arch-Vile, but has 3500 points of health. I feel like he should be larger. You can use Scale as a quick workaround--though he'll be more pixelated than other monsters--or you can see about actually upscaling the sprites if you want them to remain smooth at larger sizes. (If you are interested in upscaling, I can take a stab at it for you.)

This is intended as well. This archvile is more durable due to the fact that it has greater control over energy, which is also why it can make BFG balls. So far it's only noticeable during death frames and not good there either, since I'm in fact pretty bad at spriting.

Anyway while all of this can be discussed, I feel like it's best to add it in it's current state. Because any additions will only overcomplicate it IMO.

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8 years 3 months ago - 8 years 3 months ago #28 by MagicWazard
Replied by MagicWazard on topic [SUBMISSION] Divine Shadow

ZZYZX wrote:

MagicWazard wrote: *He's got no pain chance or frames. This might be a deliberate choice to avoid having his attacks interrupted, but if that's the intention, you can instead enable or disable pain by setting the NOPAIN flag as he's starting/ending his attacks.

...and then there will be no point because the pain chance would be low either way and the main purpose of pain state with archvile is stopping it's attack. (remembering how I use supershotgun in the face to prevent normal archvile's blast)

Fair enough. The reason I was suggesting enabling/disabling pain during its attack was due to the complexity of its ACS scripting, and how going into pain wouldn't interrupt its attack like it would a normal Arch-Vile. But you're right; with that setup, having a pain state at all would not serve much purpose.

Anyways, I'm OK with this as-is.
Last edit: 8 years 3 months ago by MagicWazard.

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8 years 3 months ago #29 by MagicWazard
Replied by MagicWazard on topic [SUBMISSION] Divine Shadow
And now it's uploaded. Thanks for listening to our feedback! This has become an impressive, entertaining monster to battle against.

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