Pfhorrest wrote:Weapons and HUD are both implemented as plugins and so can also be turned off in preferences, though I'm not exactly sure what happens when you do that. I'll try to check later tonight.
Pfhorrest wrote:The new mothrids monsters are pretty awesome! The only criticism I have of them is their flapping motion while they move is kind of silly to see from a distance. When they're just standing there upright, they're super creepy, and the flailing action when they're in your face is really scary too. Could their moving animation maybe be slowed down a lot (so they more glide than flap), or possible have the most splayed-out frames removed from the moving animation (so they remain mostly upright while moving, then splay their tentacles out when they're up in your face attacking)?
President People wrote:Round 3 is ready. Sorry for the wait!
Mothrid has a floatier animation
• The method used to prevent Mothrid's sound from restarting also makes other nearby active Mothrids silent, potentially interfering with attacks from multiple directions. There is no way around this that I know of, other than to either:
(A) Space them far enough apart that only a single Mothrid is within earshot at a given time.
(B) Keep them in close enough proximity that it doesn't matter which makes the sound.
The Nightmare seems to have a habit of ceasing its attack once it reaches the player. Before I changed its float height, it was dipping down to the floor and just sitting there, as if waiting for a pat on the head. Cute, but not exactly the effect we're going for. Even though its float height is now above the player, it does pretty much the same thing, waiting on top of your head until you make a move. Giving it a melee attack didn't seem to work, and messing with the flags didn't have any positive effect. I'll tinker with the behavior a bit more and see if I can stop it.
Still on the list is giving the Nightmare some alpha/glow masks, and the .mml for the Banshee's own OpenGL stuff is MIA.
Pfhorrest wrote:Any ideas Treellama?
Pfhorrest wrote:FWIW I've been playtesting on a split-out version of "The Dead Live In The Catacombs" (the spookiest Ch5 level IMO) to see how they play outside of the test map.
I think it could maybe stand to be even floatier still? (i.e. slow down the animation even more)
I think maybe checking the "Keeps with clear shot" (or whatever it's titled) flag might help with this. Then the Nightmares won't charge at you, they'll stay where they are and shoot from a distance. That would also further distinguish them from the other two monsters who both charge at you.
I was thinking it might be cool if the Nightmares also were invisible when idle/moving but then opaque black (with their creepy glowing eyes) when attacking, like the Banshees are. So you barely know there's even any enemies there, until suddenly this black blob with glowing green eyes appears, spits fire at you, and then vanishes again.
ravenshining wrote:Anyway, this weekend I finished touching up The Tangent Universe, and I played through it and at least one other version. The one I played didn't have any differences I could find aside from all the fighting, I'm wondering if it might be easier to add monsters and whatnot to my modified TTU, than to change the geometry and lighting of the others.
I'd have posted earlier, but I keep getting this obnoxious "You cannot post so soon after your last" message. I haven't timed how long it takes, but it lasts more than an hour.
treellama wrote:I can't tell what the texture is supposed to look like, so it's hard to diagnose the problem.
Mipmaps wouldn't cause blockiness, but DXTC could. If you turn it off, you should be getting the (huge) original textures.
I like the texture updates I've seen so far, by the way. I think the maps need a lot more differential shading to catch up! Lots of screenshots in this thread have geometry that would be easier to make out in 3D (and less boring!) with better shading.
President People wrote:I had tried that flag, but it doesn't move at all if you're within sight, and I wasn't sure if you wanted that. Though, I was experimenting solely on the included test map. I'll play with it further on an unmerged map to see what happens.
Pfhorrest wrote:So it seems like mipmapped bump maps do this blocky thing in large solid-color areas regardless of opacity.
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