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Messages - Blox

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31
Well, I did the explosion before the crumbling because it should 'release' the evil, and then crumble to pieces.

..Time to tweak the frames a bit - You won't get to see much of the crumbling.

32
The Ghoul's Forest / Re: A private GvH server?
« on: July 29, 2010, 05:22:36 PM »
I don't see why not.
And;
Quote
It's totally up to you but I know I prefer playing with as many people as possible

33
Cutstuff Discussion and Feedback / Re: Darker skin?
« on: July 29, 2010, 05:18:56 PM »
Looks nice, but the fact that most of the board turns RGB(0,0,0) is a bit distracting.

34
'Minor' Update.

Added four sounds and a >fancy< death.

35
That's most likely caused by the excessive A_JumpIfCloser usage. :P

And yes, the same thing causes them to keep up the attacks.. Even after you got NOM'd.

36
Random post is random.

Did I mention that I haven't finished this one yet? (No fancy deaths for you!)

And since this is heavily ghoul-ish-based stuff, I posted it here. And not in the "Doom Projects" sub-sub-forum.

Edit: Starting on a death animation.. Classic shattering-to-pieces style.
EditEdit: FFF- Monster is summoned by the name "Uberskull"

37
The Ghoul's Forest / UberSkull (Temporary Name)
« on: July 26, 2010, 11:08:12 AM »
Yes, it's that ghoul from the "Class Ideas" topic.
I've got no sounds for it, so it uses the Pinky Demon ones.

Screenshot for the ones interested;
(click to show/hide)

And if you're so determined to fight it (nothing special here) - Download-ish link? (Older)

Edit: Now with a 'crumbling' death animation. (Old)

EditEdit: Updated, yet again. Four crucial sounds ready, fancy death detected.

Sorry for the 'fast' updates-without-much-new. ;P
Oh, and the corpse fades away after about 25 seconds if nobody looks at it.

38
The Ghoul's Forest / Re: YOUR ideas for Ghoul and Human classes
« on: July 25, 2010, 01:49:58 PM »
Interesting, I'm trying to remove that black box and "remove" the horn/spike cut-offs.

Edit:

What'cha say?

EditEdit: Even got (some kind of) attack animation ready.. Don't know about how good it is in action.
(click to show/hide)

39
The Ghoul's Forest / Re: Gameplay expansion in the works
« on: July 23, 2010, 02:47:34 PM »
O/

UH HUH!

No ideas, mainly because I'm not in my thinking-corner just now.

40
The Ghoul's Forest / Re: Gameplay expansion in the works
« on: July 23, 2010, 02:35:51 PM »
Eyesore?

~~

`

inb4 NUH UH! - UH HUH! [repeat]

41
The Ghoul's Forest / Re: Gameplay expansion in the works
« on: July 23, 2010, 01:36:28 PM »
You should be able to make it work easily if you 'overwrite' the core files.

Eg. Putting a edited sjas.txt file into a "actors" folder in a new .pk3 - then loading that new .pk3 in after the main stuff.

Unless, of course. You're talking about making the modification 'work'. As in being enjoyable/'balanced'.

GOOD LUCK...

42
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: June 21, 2010, 05:55:30 PM »
Oh yes. We do have to worry about grenades.
Because guess what? Spam does work against jitterskulls too. Surprise surprise!

Creepers, on the other hand. Can be ninjas that can survive quite a few grenades. B)

43
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: June 20, 2010, 02:48:38 PM »
By the way, you might want to make the BFIR/SMOK sprites a bit smaller.

Since people keep crying about GVH01 being laggy.

44
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: June 15, 2010, 05:37:07 PM »
Solution: Shorter range, more "punches".

45
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: June 12, 2010, 02:50:11 PM »
Quote from: "Anannyo"
...Make Choke gain HP when killing someone. (only choke)

...Give marine 30 shots instead of 50, so its not all spam

1) Gaining health per Pain state is tactically harder (and better) than getting one chunk of health from a Death state..
And the only ghoul (excluding The Creeper) that actually SHOULD get health by killing, is Ol' Uncle Jitterskull. As he has that DAMNED chewing delay.

2) If the shotgun shots are changed to FastProjectiles, this won't be necessary. As the FastProjectiles are quite evadable.. Compared to the current HITSCAN ones.

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