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Re: (23) re-textured/re-coloured MONSTERS + new item drops
Posted: Sat Nov 10, 2012 3:39 am
by Neikun
Re: (23) re-textured/re-coloured MONSTERS + new item drops
Posted: Sat Nov 10, 2012 3:46 am
by akroma222
That looks fan-fracking-tastic Neikun, I have not tested any particle systems yet.... It is indeed time to!
Re: (23) re-textured/re-coloured MONSTERS + new item drops
Posted: Sat Nov 10, 2012 3:47 am
by Neikun
I don't know what I'd use for a move sound effect. Any idea?
Re: (23) re-textured/re-coloured MONSTERS + new item drops
Posted: Sat Nov 10, 2012 3:54 am
by akroma222
Good question - I would say a faint tingling (like small metal wind chimes - but not like the goromorg walk).... I do not think Grimrock has any such sounds effect though...
I know Wizardry 8 would have... might see if Fhizban has access to Wiz8 sound files (assuming they can ported over?)
Re: (23) re-textured/re-coloured MONSTERS + new item drops
Posted: Sat Nov 10, 2012 4:57 am
by akroma222
Red Horn Ogre Hammer (aka Bloody Maul) added... new akroma icon atlas (publicV1.0) also added
Re: (23) re-textured/re-coloured MONSTERS + new item drops
Posted: Sat Nov 10, 2012 5:17 am
by Soaponarope
Ooh, very nice. This is what I had in mind, thank you very much. Can't wait to see in game.
The particle effect really add to it, so much of the original one is particle flames after all.
For sound effect I will look into it too, needs a custom one.
Re: (23) re-textured/re-coloured MONSTERS + new item drops
Posted: Sat Nov 10, 2012 12:20 pm
by Neikun
As of present the only ranged attack I know how to give it is ice_shards. (That would make sense. I'd like to do frostbolt.)
Have almost finished the hit particle effect.
Re: (23) re-textured/re-coloured MONSTERS + new item drops
Posted: Sat Nov 10, 2012 12:46 pm
by SpiderFighter
Great work, akroma...I'm really digging the red horned ogre.
Re: (23) re-textured/re-coloured MONSTERS + new item drops
Posted: Sun Nov 11, 2012 1:39 am
by Soaponarope
Neikun wrote:As of present the only ranged attack I know how to give it is ice_shards. (That would make sense. I'd like to do frostbolt.)
Have almost finished the hit particle effect.
Yea, I didn't realize until yesterday when I tried, that you can't make monsters cast frostbolt. Is this a hardcoded limitation, or is there a way after all? I can make spawners cast it after all.
I recorded sound effect of breaking ice that I thought might work well, though it ended up sounding quite similar to the crackling flames of the fire guy in game. A more wispy chill sound would work better.
Re: (23) re-textured/re-coloured MONSTERS + new item drops
Posted: Sun Nov 11, 2012 3:23 am
by akroma222
Thanks Fighter! Hopefully have a few more ogres fairly soon, they just take a little while longer than the others
Soaponarope - yup, this is from the asset defs
rangedAttack: the ranged attack to perform when “ranged_attack” animation event is triggered. Must be one of the following: “lightning_bolt”, “lightning_bolt_greater”, “ice_shards”, “fireball”, “fireball_greater”, “poison_bolt”, “frost_arrow”.
So no frost bolt for now unfortunately, and until the devs figure a way to simulate the party being 'frozen' .... critters wont be throwing frost bolts. I suppose it is well doable, paralyzed is a status effect...
BUT the whole party, frozen and not able to move... with the way combat mechanics work (usually the party not being able to go toe to toe with any balanced encounter - evasion being critical) I figure if your party gets frozen, by the time they unfreeze, half of them will be dead from critters beating away at them.....
Maybe a frostbost that doesn't freeze the party... ???