here are dope “pain” frames. of course it is rather un-dope like to show pain, so some/most of these may be repurposed as templates on which to draw other in-pain imps. I do not know how many more imps will need to be included. I fear there is a great many imps to whom retribution is owed.
This one will hop a bit when damaged. I do not know yet what effect causing the sprite to hop will have on the actual player dope’s control, but enemy dopes (all dopes are my enemies) should at least do it properly. This should NOT be taken as evidence of their competence and general ability to do any thing properly.
Also by now i can confirm that the player dope can indeed hop when struck. That does not mean I am impressed!
The second one has 8 views rather than 5 because i do not want its unusual pose to be mirrored when facing left. I do however want to have a full rotation of mirrored poses so I have a third pain frame. it will look bad at the front and back views since for them the alternate pose would be mirrored versions of themselves rather than the view across from them.
and so on this third set I included fresh, not totally mirrored alternate poses for the front and back, so that they cannot awkwardly switch to a backward version of themselves if harmed again before recovering. It is hard to see but I redrew the faces, moved the ears, changed the shading and things like that. I forgot which one actually IS facing forward so I made what turned out to be an alternate for facing front left also. Because I have a poisoned brain. Anyway this means this dope now has 5 potential pain gestures for each direction, so even if minimal effort to make the mirrors look less so is not sufficient, the chance of jumping from one to its backward clone is only 20% and would only be a factor when facing straight at or away from the player. I also went and added a manually reversed and resurfaced alternate for the second pain pose’s front view. Does that make sense? It shouldn’t!
When I have my dopes in a row I will present a full comparison of these beside the “original” dopes from 15ish years ago. In this one state you can see that while they got sad, they maintained their composure.
in the “game” the rendering engine was instructed by me to warp the graphics for this pain state. the warping unfortunately works in a very limited range of ways and it looks somewhat sloppy when it only appears for an instant, for there is no transition in and out of warp.
beyond that the sprite needs void of a height and width to prevent the warped part from wrapping around one edge to the other. Ths warp effect was designed to be put on floor graphics, you see.
Having all the extra space is no big meal for 1994-style low resolution sprites, but when I make them extra large, so that I can barely see them full sized in the Slade editor, and am drawing loads more frames, void management becomes yet more cumbersome.
you really don’t care, do you! Alas I must proceed as if you do.
the only warp currently in effect is on the pink brute’s wing-like attachments. the unseemliness of the warp effect is less obvious when it only affects a part. However, that also means that for this state at least the creature must be inserted into the game separate from its wings, which is its own bigger-then-necessary hassle. Doing that for EVERY frame would be a hassle ludicrous in size beyond already being ludicrous since I would need to spawn and remove the wings for every single in-game tic due to my lacking the presumably meager coding prowess necessary to make the separated wings merely follow what the pink dork is doing.
Observe also that one of the test dopes is in a pain frame even though it is NOT being struck; that is because I inadvertently gave the whole run of new pain frames internal names which conflict with the names I already gave to the idle frames I showed two weeks ago.
I forgot I had reserved the prefix “dopi,” with i meaning idle. I was today thinking i meaning injured! I didn’t want to go with dopp for pain or doph for hurt because I wanted to use just the vowels, not expecting I would need more than 4 extra sets of dope animation frames beyond the base “dope” I use for the normal stomping around animation. Each four letter frame set name can have up to 29 frames in it. I apparently was worried that 116 would not be enough stupid garbage to draw from 5 or more directions!
I used up to F — not using B in case I decided to also do mirror alternates with that first set I showed here — so only G of the idle frames still shows up!
ALSO! The first one is DOPIE7E3, which means it should be E facing right (angle 7) and E mirrored facing left (angle 3). However, its accidental replacement,
DOPIE7F3, is frame E ONLY when facing 7 right; it is F when it is mirrored to 3! Which means??! What SHOWS UP as DOPI-E3 in-game is no longer that standing graphic mirrored but actually
THIS graphic DOPIE3F7 NON-mirrored! Oh what a situation!
and then this graphic MIRRORED replaces
DOPIF7G3, which should be forwards! What a catastrophe! And DOPI-G3 is not replaced at all which means while this graphic DOES show up, it will only EVER be seen BACKWARDS! Why aren’t I in jail?
But nothing exploded so I should be safe to fix this and then all that will no longer be relevant! In fact I can fix it faster (I merely rename the second DOPI series to DOPO, O for “oh no”) than it took me to make all those pictures and text explaining it! But please believe I regularly screw up bigger than that and take longer to realize both what problem there is and what I or anything else did to cause it. I of course blame nemitz.
This is important to me for some reason. The sooner I conquer it, the better for everyone. For dope detractors and supporters alike. Although if you are personally acquainted with any dope supporters please refer them to the jail that I somehow am not in.
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BadBadBeroyBrown sez:
The number of dopes featured in this post is disquieting! I’m thankful that the comic contains only a single blue specimen.
Frimpinheap sez:
Even one dope means we have failed.
Purplespace sez:
I rather like the silly moth thing too!
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