June 25, 2024
lerd again, this time to amend its aggressive motions.
oh boats; my most recent edits to angle 2 fixed some unusual erratic movements but I realized afterward that i was meant to leave those movements in place and just draw them better, to imitate the lunge of angle 3. whoopth. i may have to put them in as they are and see which looks less awkward to decide which to change to match the other. or just leave them alone since nobody who isn’t me could possibly care.
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i like blue electricity better but i do not want to use the same palette section as the tail segment, EVEN though I will probably need that split off into separate object(s) like with the move around frames. I would prefer to set all color changes on the main object (the lerd’s body) since additional objects created by it (such as its projectiles and its trail of body parts) can inherit its color swap settings, and thus i will only need to designate one color change for each base lerd type. I need at least two lerd types; one that crawls on land and one that hides underwater and jumps out like a seaworld captive to throw abuse and then promptly resubmerges. And later a third that, more like a Hexen stoker,
never leaves liquid and uses a more powerful attack that also doesn’t, since I presently don’t know a way to have a creature check what sort of floor it is on before attacking, but i CAN set a creature to not leave the floor it is on. It is probably possible to issue a floor-check command but it isn’t necessarily necessary that I know how to do that at this juncture since 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 zdoom forum and get an embarrassingly more efficient way that actually works explained to me by someone else, assuming north america hasn’t melted into the sea by the time I get around to that.
historically it has been able to launch two wimpy projectiles from its hands on that “ball” frame. It would also, and still does, throw a single larger shot when it crosses the arms. throwing magic out of your hands or mouth is not original, but from head protrusions is less common. i decided thus that i should have the twin shots launch directly from the electric appendages (using additional frames that are yet less complete than these) rather than the hands. Arms needing to cross in order to launch a blast is also unusual so I kept that. it is still dumb old doom engine which is inherently limited to stuff that has since been done in thousands of other games but i aim to do my best with the fate i have set for me. even if it kills me, though i won’t know if it has done that until probably right before it does.
also i call the hexen stalkers “stoker” after how kan naito pronounces “land stalker,” because I think dumb things are funny. and more recently after how the 1999 playstation port of final fantasy 5 supposedly refers to the wendigo monster, because this wiki proclaiming that fails to explain that stoker means stalker, not wendigo, since the later localizers opted to change the name entirely rather than correct the silly romanization of the original name that was simply a Japanification of an english word.
but admittedly it is easy, 25 years later, to look back and say OBVIOUSLY this naked blue horned steroid man with a club is too busy jumping stupidly and tickling his arms to waste time wendigoing about stoking, and I envy the optimistic ignorance of those days somewhat.
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