March 23, 2023
these things can now jump in places where normal monsters would stop and turn around. once in a while they even get somewhere.
for whatever reason in the south-west-facing angle I had the left arm lower, but every other angle had it up, but it was west and north-west that looked out of place, so I “corrected” them to match southwest even though that one is wrong. the jump looks too ostentatious with the arm in the air. it looked like the creature should be making that pihGAA grunt that Kyle Katarn in Dark Forces does when he jumps. It was making me laugh.
but maybe that is good and i should switch them back.
they also have marginally improved pain frames, since part of alleviating the repeatedly cited “lag” associated with this creature is exporting its sprites as single pieces rather than layered fragments that can be reused for different versions of itself (but that ultimately create a load problem since the game struggles more with volume than mass, essentially), so rather than have them wiggle around independently I have no choice but to animate them properly. however their “death” frames and all frames for the shorter pointy-noised “fyop” are still layered like before so those are not in here, though they tried to be. And then I spent too much of yesterday trying to make a better looking test area to show the sprites in, and I ended up filling it with so much useless doohickery that the video capture still gave me problems. Also the test area is still ugly.
in any event now I can do more important things
or I can start redrawing and adding needless animation to old pieces of scenery that nobody will notice because they hang from ceilings and aren’t interactive or important. ah, a life well-spent.
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Prescription Potatoes Pinged With:
[…] creature previously identified as zipe or eemp that i want to be able to jump, like the fyip now can, but also jump kick despite those requiring different animations because i am never […]
Prescription Potatoes Pinged With:
[…] I don’t even have the main two that I DO know how to make implemented yet. And then like with the jumping fyip I will probably come up with a buggy half functional way of doing it, then ask for help on the […]