a yeep floats in five directions
a yeep has a problem in five directions
a yeep explodes in five directions
its tentacloids and eyeballs disappear because they launch as separate objects that are not necessarily coherent in gif form. the body dissolves since i want to have an all-directional mass of glop appear in its place, since non-moving, irregular objects can look really awkward with extra angles. Which I know because several monsters larger than this one DO have multi-directional bodies when punished and can look quite awkward. And I will likely leave them like that, but I can be cautious about creating more like them. sometimes
this latest yeep differs from past yeeps in that it lacks a darker colored midsection. I tried to sort out what that was and how it worked and could not, and so now it is not there at all. Much like several components of this website, except for once I took out something I didn’t understand on purpose.
the old exploding yeep did not need to launch the tentacloids since it only exploded from one direction and did not need its body to dissolve and be replaced. In trying to solve one problem I continue to create one or more others. And I yet do not know how i will sort out the tentacloids. The present single one in the south-east angle may not be viable since it does not take into account the possibility of the yeep exploding while off the ground. ALthough the old yeep didn’t actually finishing exploding after being beaten and launch its eyeballs until it landed, so perhaps this way IS viable. i think overall whatever result i get this time will be superior to what I had.
the old exploding yeep is actually not nearly as old as its other sprites; I drew the explosion in 2017. prior to then its body only had a single dissolve frame and i considered the pink blobs launched from it to be sufficient. I actually changed that because it looked really depressing if the sprites were browsed outside of the game, or pog forbid if somebody warped to level 30 and tried to force the original doom 2 monster roll call to appear, where none of this stuff looks right, that one would look especially not right.
NOW if somebody tries that the game will show sprites too big for the screen, or just show the regular game’s monsters, or crash completely, so REALLY I can get away with doing LESS for the yeep now instead of more. But I seem unable to do less unless it truly matters that I don’t.
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it which kindly observes sez:
Greetings! I’m happy to awaken to another surprising post that teems with your charm and fruit of labor.
What uncanny coincidence this post is! During my last interaction with you, I wanted to commend the yeep and ask about their history in your art–your older posts that displayed this cycle appealed to me. You may have unintentionally preempted several of the questions I deferred. I’ll now try to accrete some of my former and new thoughts.
Foremost, I love this motion cycle and critter design. There are a bevy of ways lifeforms can propel themselves in fiction and out, and I find this somewhat mollusk/jelly-styled tentacle thrust or jetting to be sadly underused, especially on unexpected body types.
It’s all the more fun since it seemingly does so in air, and has uncommonly-paired hands and possible fins?(please correct me if they’re not; I can see them several ways) coordinated with the task.
Since it has hands, it has the freedom to redundantly carry a balloon or air pump!
Repetitive as this praise may be, the quality of shadow and highlight are astounding at worst, and your expert attention to form
see them change dynamically throughout the stroke cycle. The sense of body compressibility ever impresses!
That moment of inflation as it readies its attack is brilliant. I extend praise to the touch of aggressive (blue?) luminescence, too–it really sharpens the expression of something so soft to sight.
At least just as delightfully–and even if unintended–you used the complementary combo of orange and blue, which I often enjoy and also find sadly rare.
>(not game exclusive) You mentioned that antecedent yeeps had different coloration. In your mindscape and art, were there any other traits or features altered, gained, or lost throughout their development? I’m especially curious if you ever drew them with an odd number of tentacles.
>>They may attack the player, but how (in)hostile are they in general?
>>>Do they have any unique interactions with setting elements or characters, like anchoring themselves to other objects like balloons, or
airlift the player and specific other baddies?
>>>>(not game exclusive) I can’t imagine how much work it’d be to create sprites for, but do yeeps ever playfully roll about in the air?
>>>>>Do you have any image or clips of their attack sprite, and is it a projectile?
>>>>>>Do they make any sounds?
You may be from the “doom school of architecture,” but those tile patterns and coloration are alluring as ever. It makes the presentation all the more you. Your vast aptitude in color selection and grading bring powerful illusion of texture and intrigue to an inherently flat surface.
Stellar!
>What kind of threat or challenge (or nuisance) do you intend for yeeps to present in this game?
>>Are they immune to or more susceptible to certain weapons?
>>>Do yeeps tend to lurk in groups?
>>>>Can they change their float height, and if so, does the player have to adjust aim to hit them? In the few older games of this style, altitude was no factor in play.
>>>>>(not game exclusive)If yeeps can be asleep, do they remain afloat while so?
>>>>>>(not game exclusive)Are they surprisingly heavy? When I look at them, I find it risible to imagine that they’re actually
incredibly weighty, and stay aloft simply because of how potent their means of floating is.
Pleasant endeavors to you!
Frimpinheap sez:
even numbers are important to my obsessive compulsion. these only ever had six tentacloids.
the inflation there is only for taking damage at the moment, but I was following the old sprites in the absence of fresh inspiration for how they worked. Anything is yet subject to change.
the existing attack fires out six blue beams from the tentacle ends.
They do make sounds, they may make additional sounds.
the game engine does not allow for complicated interactions between figures unfortunately and the perspective precludes attacks from directly above making any sense to the player. It would be possible for a yeep to drop an object in front of a player character. Intelligently seeking, lifting and then dropping one in a more desirable location is less likely. However I CAN include animation of non-game-viable events occurring.
whether vertical aiming is automatic and if so how far it will drift from the player’s viewing angle can be controlled with the built-in gzdoom options. floating monsters generally will lower or raise themselves to the player’s height as they get closer but I think I can disable that for individual creatures with the “no auto-leveling” flag if I see any reason to.
I assume yeeps sleep on the ground, but maybe they don’t. I assume the type shown here is not heavy.
I did not knowingly include fins, though I added finny ridges to the ears, and an unimplemented re-design had webbing on the tentacloids.
I never definitively finished any levels, with all other “game” elements perpetually in states of unfinish themselves. Any monster can be alone or in groups, and all are hostile by default. I am not thinking of it in terms of realistic animal behavior. I can barely get anything done even before considering that!
any non-hostile creatures are secondary to the attackers and I would probably make those up as situations called for them.
the colors are not set, but orange made more sense than pink due to how the palette is laid out. I can “program” how any range of colors shows up in the game and vary it by each defined “actor” that uses the sprites. I can also vary it by individual creature-object placed in a level but that is done differently and is less convenient, and thankfully is no longer the only way!
I AM able to assign damage resistances and weaknesses. total immunities I have not checked on. So far I have only implemented that to make some fools react differently if slapped by the default hand weapon. the wah-saying imps and snikpel snokpeals get flung plus momentarily incapacitated, and the hat wearing imps have their hats knocked off. the winged beast that picks up and throws pog-creatures also is able to do that in part through use of damage-types.
Ol' Sausage-Legs sez:
Do you hope that this project will create enough public enthusiasm to foster investor interest in Jope and Some Dopes 2: Dope Harder?
frimp mcheap sez:
There wasn’t even investor interest in the first one so that is certainly not among my expectations.
Elon Musk sez:
Eyyyy, I’m takin’ over the Jope franchise now! Prepare yer gopes fer Jope 2.0! It’ll make you say Jope two-point-WHOOOOOOOOA! I send-a the calzone into space, oooooooooh! Ho-ho-ho, merry Dopemas! It’ll bring you down when you’re feelin’ hopelas! Garbage in, garbage, out, if I’m not the Jope Pope, call me a trout! All aboard the Dope Train, WOO-WOO! Let that sink in, know what I’m thinkin’? I’m thinkin’ Arby’s. They’ve got the meats, I’ve got the feets. Feats of Jopery and dopery. I can play a guitar just like a-ringin’a bell (like there’s anything else I can do with a bell). Hear it peal: snik, snak, snok. Bimbelb turns to Grimbelb, time to get cereus (or they’ll have cracked us like a cactus), no more yolkin’ around. All’s shell that ends shell. A[lbu]men.
Frimpinheap sez:
for 44 billion dollars it is all yours!
or if you don’t have that on you at the moment 44 mitz bucks will suffice.
Prescription Potatoes Pinged With:
[…] so I didn’t want the less-refined versions. and some pieces, like the launched yeep parts mentioned (but not yet drawn and so not shown) previously, were separate to begin with. howEVER, since I draw the stuff at ten times the 1993 game’s […]