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  • doomedarchviledemon
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7 years 1 month ago #11 by doomedarchviledemon
Replied by doomedarchviledemon on topic Shadow Hunter
I have included the flag to change it to become not solid when it enters its vanish state.

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  • Blue Shadow
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7 years 1 month ago #12 by Blue Shadow
Replied by Blue Shadow on topic Shadow Hunter
One thing I found while testing this earlier: the monster's death sprites have offset issue.

[img

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Both of those screenshots are of the same monster, taken from opposite sides.

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  • doomedarchviledemon
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7 years 1 month ago #13 by doomedarchviledemon
Replied by doomedarchviledemon on topic Shadow Hunter
Offset issue has been fixed. The monster was actually intended to fall like that just because I was making the animation line up with the feet. Like when it gets shot it falls backwards and so I made it fall through the motion instead of it like... somehow do the whole feet are now swept forward and landed perfectly where it was standing like a rug was pulled from under the monster fall thingy. Idk, animator mind and logic overwriting the in-game offset issues lol.

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7 years 1 month ago #14 by Blue Shadow
Replied by Blue Shadow on topic Shadow Hunter
Yeah, I figured as much. Too bad it just doesn't work like that.

Anyway, this is now approved. I'll give it a couple of days to see if something comes up before adding it.

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  • MagicWazard
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7 years 1 month ago #15 by MagicWazard
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If you want him to stagger back a bit when dying, you could perhaps use ThrustThing to give him a bit of angular momentum. I don't think it's necessary, though. I'm good with him as-is. :)

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7 years 1 month ago #16 by Blue Shadow
Replied by Blue Shadow on topic Shadow Hunter

MagicWazard wrote: If you want him to stagger back a bit when dying, you could perhaps use ThrustThing to give him a bit of angular momentum.

It'd feel odd, though, when it's used with other monsters which don't have something like that.

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7 years 1 month ago #17 by Blue Shadow
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