these are for animated door objects.
the effect is decent enough that I want to stand in front of them opening them repeatedly fortunately despite them appearing on flat lines and having no depth, unlike regular doom or hexen doors that have visible moving edges.
the fourth one is relatively serious because I have a lot of vestigial level content to work with from when I had more straightforward yet still unreachable “doom mod”-type goals which I do not want to totally jettison, and it requires at least one functioning vague technical junk themed door.
for now all four close by simply playing the opening frames in reverse but I have the power to have them close differently, as might be called for with a zipper since generally those are pulled both open and closed. Though there is no hand pulling the zipper and I do NOT at present have the power to make there be one without having the existence of that hand becoming my singular focus.
As I mentioned, unlike regular up-rising doom doors, these do not, cannot have depth within the game geometry, so the effect here can break down if the moving elements are too block like. Also unlike normal doom doors, since these aren’t part of the original game programming, they have no means of checking for if objects might obstruct them from closing, so they simply close regardless of circumstances, and so I need to make the door-close script ALSO force objects away from them, which includes the player, so it is not POSSIBLE to stand close to one and analyze how flat it looks unless you are specifically setting out to do that, and I would not aim to deprive you of your right to do that, but casually you will not be forced to notice. i CAN have the invisible force-emitting object cause damage or have those who are shoved out of the way damage each other but I choose not to at this time. They PROBABLY deserve it but I won’t assume that they always will.
On that note, the game rise of the triad has a more developed type of animated door which will shred dead bodies which happen to collapse partway between them. But for every neat feature rise of the triad has there are three practical features that it lacks so I am not concerned about that.
i have a list of traits that mark something as “a doom mod” and not a separate production which uses the doom engine.
*doors that open by rising upward
*firearms
*monsters that stand in place and throw single fireballs
*low numbers of animation frames
of course blocky architecture, vertical doors, dumb monsters that take a lot of damage but are easy to outmaneuver and fun stuff to blast them with are qualities that I LIKE and find comforting about doom, so I remain at odds with myself about how much I want to avoid. Even the low animation frames I have found are fun to repurpose for different actions via decades on manipulation, like having the baronknights “laugh” by rapidly cycling between their pain frame and fourth walk frame after throwing off complex strings of fireballs
It looks incredibly stupid. It makes ME laugh that they laugh at me so stupidly.
as can be observed in pof.wad that I put together at some points to use with other people’s levels. Mostly for 1994 era levels from old shovelware CDs that I never finished but thought I might because I like the unrestrained, reality-disconnected attitudes people sometimes made levels with back then.
like what the heck is this? (93talio.wad by Tom Talionis) This is awful. I love it. But the limited bestiary/behaviors can become monotonous. Maybe if I just reveled in that aspect of the game and moved on with my life otherwise I would be further along in it.
but golly beets the exit is RIGHT there! There can’t be much further to go.
a lot of stuff about the game doesn’t make sense and I don’t know what senselessness is due to the original Japanese game’s script and what is due to the english translation being unofficially translated from another unofficial FRENCH translation of the Japanese.
I do know that the only rudra to not have attempted to exterminate a race is the one wearing a klan hood.
you say that the same way you’d say “my dad owns an electric weed trimmer.”
that old thing? I sold it at a tag sale a few years ago
I am not sure what to make of these sicko lizards who carry around boots formed from the skin of their own slaughtered ilk that they don’t even wear.
This game tries to talk big about harmony among the “races,” but in the end decides “eh humans are actually the best race.” I don’t have the energy to find more screenshots to prove that and worry I will want to change that dumb video again –I already remembered today how funny it looks when the heroes turn around casually walk away from battle when told to flee– and I don’t want to make a third post about dumb old rudra: the home game. But the important matter is that lizards are scum.
any lizard that is agreeable is an exception and they are still “lizard”s and not people.
one of the most powerful monster attacks is to fire a beam made of flying lizards with scythes out of your nose
All the hero characters have ostentatious multi-piece sprite movements whenever you tell them to do things, including a breakdancing mermaid and two temporary characters that only stick around for about ten minutes and an hour respectively, except the one lizard present for 90% of scenario 3 who has roughly animated single-piece sprites. Even the outwardly evil lizards have smoother animation. I don’t have a gif of those because I do not tolerate evil deeds on my web page. This minimally animated lizard enters into the plot by stealing the ONLY “revive herb” left in the world to try and revive an evil lizard rudra that will destroy everything except for lizards, but then gets stuck in a plant on the way to the rudra’s roost.
pardon me, wrong roots. I don’t know how this came up when I was talking about a race story.
What a loser! When that evil lizard gets revived anyway it’s pretty much the wimpiest rudra story-wise and it simply blinks out of existence without any last words or threats that it isn’t actually dead and will be back.
And characters in this game are often uncertain themselves whether things that disappear in front of them have perished or simply gone somewhere else.
Abilijer is also a rudra. It is actually easier to beat than the lizard but it turns to stone instead of vanishing, and needs to be refought again later. The second time it at least talks trash, and THEN disappears, and this dork Legin who wears a pink jester hat at all times and has seen 4000 monsters before this one, including the reptile rudra, be erased from existence in a manner that defies the Conservation of Mass physics law only at this point thinks it strange. Which isn’t the lizard’s fault but I would think more highly of it were that the case.
goodness gracious I don’t even LIKE this game and look at how much they made me talk about it!
the best of treasure of the rudra no hihou
I felt like the update I was writing needed a brief video at the end but it ended up becoming slightly longer so maybe I will post them separately since plainly I am incapable of handling one update per week in these days. Though possibly the lengthening of this video has confounded what I found funny about what it initially focused on.
sometimes that’s the risk you take when you deny a rudra its hihou.
here is an annoying hanging imp
it drops down and hits
this pig so it turns and stops yelling “herrow” at and pushing back the player, since unlike this video from February that area actually has other constructions in it now that prevent the pig from merely being ignored.
the imp is summoned by this problematic lever.
if the lever is used enough times the imp will get yelled at by the pig and then appear again beside the lever to hit that instead, which then afterward renders itself unusable.
the lever is behind the hammock imp,
who must be attacked with a strawberry.
the strawberry comes out of a vending machine which for the time being can be directly activated by the player. It only has one frame but I use internal manipulation to make it jump up slightly when attacked and then shake after landing since for now i am not forcing my self to animate it. I didn’t even finish drawing it, really; the large strawberry on the upper right is pasted over directly from the hand animation above it here.
But still that is five separate animated objects all for this single dumb little task. The lever at least can be reused to activate other situations and the pigs can decorations elsewhere, but I really do not manage time well. There may be more evidence of that fact in the immediate digital vicinity.