[SUBMISSION] Doom RPG Ghoul
- DBJ87
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- Wicked
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- Blue Shadow
- Administrator
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The only thing (a very minor thing) which I'm not sure about is whether the poison clouds should give off light or not (dynamic lights).
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
Blue Shadow wrote: I was expecting to be ripped apart seeing as this is a revenant with homing projectiles that inflict poison. But it turned out be a decent monster. It's easier to fight against than the original revenant, but I suppose it compensates that with the poison.
The only thing (a very minor thing) which I'm not sure about is whether the poison clouds should give off light or not (dynamic lights).
Thank you
It can put up a fight if you aren't prepared & the poison released on death makes it trickier deal with at close range, mostly used to keep you dodging, spraying bullets etc trying not to be poisoned. It's at about the right balance combat wise.
If you don't think the dynamic lights should be with the clouds, I'll take the lighting out & upload an updated version, does make a bit more sense for the spawned clouds when the projectile is in flight, because you get glowing clouds lighting it's flight path.
I'll still leave the lights in for the Tracer itself & it's explosion. But take out the "GasTrail", "GhoulCloud" & "GhoulDeathCloud" dynamic lights.
[Edit]
Updated, found some duplicated projectile sprites (difference being the name given) on the file too. They've now been removed.
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- MagicWazard
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- Blue Shadow
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- Blue Shadow
- Administrator
- Posts: 1129
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