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 [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52 
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v49
Well, tested the monster combo on the zbludv41 tc. Overly gothic, overly extreme!; bleh! Quite the experience, lots of near death experiences. The breach against the thorn creeper nests, thorn creepers, and festering appendages are still difficult to bypass. No more blood rain. However, those succubuses can be quite the commander in defending their evil demon hut. Psychic powers evil. Necromancers and their winged fiends prove to be formidable obstacles. Their red clouds deter advances and slow poisonous bullets also something to hide from. I got real trouble with the werewolves. One long inhalation and it's fucking over. The butchers/smiths prove to work for the WolfensteinSS role, but maybe, they can be a bit more aggressive?

Okay, design stage. So far, I think the thorn creeper's needle attack can be quite useful for the festering appendages, even airborne monsters, should it ever happen. However, it can also kill off my allies too. Probably too often I fall succumbed to this anti-aircraft power. I was thinking to use more nature themed attacks. Something like annoying nibbling vines that (try to) spawn underneath to trap its target stuck (yes, you can kill them off). One at a time or more depends on how fast the vines can trap. If the target is airborne, no problem, I can just say that it uses magic spores fired from its underground pod. Now, of course, little ass vines ain't gonna cut it to kill of appendages during map07. At least you die less often from a said weak monster. I think that's resetting the bestiary balance. There be more appendages to take care of unless a variety monster change happens. Until then, I'll have to look at other nature possibilities. Perhaps, I can put the static needle attack with the baalface thing. I also have some ice storm, A_PainAttack while A_ChangeVelocity x/y/z, pain feedback, and tornado attacks to reconsider.

Succubuses, necromancers, and werewolves seem to be fine where they at. Although, I might mix up monster variety in the DoomImp role for much relief from psychic girl. The winged fiends might fart too much? They can be exposed too much though.

Butcher and smith do need to get more missile aggressive in the zbludv41 tc. However, I am not sure if things stay easy for map31/map32. Already, there's a bunch of them. More hork spawn and blade sentinel minions will cause fucking hell. At the moment, I am thinking to put the butcher and smith into the BaronOfHell role. It will explain the doom1's canon boss episode in e1m8. How all the fucking monsters came into place, starting with the little ones appearing. Baboon demons are like dogs or something like, so whatevers.
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Tested map31, turns out that I do need more item rewards for killing these fucks. Increase item value for killing hork spawn, butcher, and smith. You will get health, shells, and rounds. Blade sentinel is random array of ammo of course. Yeah, the loot is overrated, but these are the secret maps. The loot is just enough to kill the monsters, care is still required! Rare occurrence. Now, I can work my ass there, but I think I will definitely try to find a mix that even things out. I want to put these guys to more common occurrences. Okay, I hadn't gotten past reziarfg in map06 just yet, okay. Testing missile aggression for hork spawns, they can be tuff without the awesomely funny acid blood!

Okay, so things that will surely happen. Butcher/Smith to test out increased missile aggression. Butcher/Smith to replace iron golem in the BaronOfHell role for story purposes; makes more sense, even though they will definitely be weaker (balance to come with missile aggression test). As for the iron golem, it can be spawned by fiery pit's death in the hanged corpses role, although they would be a rare rare occurrence. Might reconsider to put them in HellKnight/Arachntron role (iron golem was not a good mix in map02 of zbludv41, too much unexpected death; however, they look fucking good with the current attack setup so no changes)? Also, hork spawn returning as poisonous bloody balloons will replace the blade sentinels in lost soul role. There's already fucking chest traps that spawn them. Too many fucking frisbees by then. If you got killed by a hork spawn ambush, you are just unlucky or too stupid to realize what's going around you. Lastly, I need to change that attack for the thorn creeper. That dude is fucking overpowered, even if its attack kill itself. Plus the sprite is a static laser beam, no nature theme. The nature themed attack will not kill off nature monsters, ever. Yeah, good luck with the appendages! If you see them, run like crazy! Haha! NOTE THAT THE REPLACED ROLES WILL ONLY BE COMMENTED FOR ARCHIVAL PURPOSES IN MIND. I MIGHT MAKE SURE OF THEM IN THE FUTURE, SOMEWHERE.

New monsters like vampiremissile, will probably appear from genie lamp or something like that. Can't say for the baalface. Might use ice storms/A_PainAttack/pain feedback. The tornado attacks might be of speed so it might A_PainAttack continually; sounds good for the ally assassin's attack. The snakeman might group with the baboon demons, after all, the are animal hybrid likes. Don't know what's its attack, but its claws will assure that it can climb walls? Maybe? The rhinoman (or even demon?) might either be in Fatso/Arachnotron role. He got that cart and magic armor so he might use a throw rock attack (damn, I been wanting to use those sprite sets in months/years!). Got stomp attack too. Will take note of the last announcement's post too.

Forgotten about the Crush state for both the butcher and smith. Found out a missing fact that slipped from my mind. Probably because it was a minor mishap detail. This got to be fixed first, then BaronOfHell replacement issue. Then it's something else like the thorn creeper's new attack. Finally, I am back on track to ally assassin module. Damn, I'm being put back, huh?
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On v49+, found out that (live, not prop) monsters perusing +/-DONTCORPSE and -/+CORPSE for falling and crash states (for sounds) cannot use the Crush state.
That means +/-DONTCORPSE + -/+CORPSE = Crash state + +DONTGIB (No Crush state).
There was never any Crash state for the Doom monsters in the first place.
There was Crush state though.
Damn, such limitations!
However, it was cool to see flying objects die upon crashing.
The only solution is to spawn -DONTCORPSE + +CORPSE dead monsters at the end of Crash state (no -1).
Each affected monster must have Raise state to +DONTCORPSE + -CORPSE for each dead monster raised.
Hope it works out.
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Okay, I think I can do this. Apply to all default dead monsters and any that peruses falling actor states.
I need to make another variant of the same monster, it will be called monster_name_corpse. I need to make a intially_corpse variable, -DONTCORPSE, and +CORPSE actor flag. In its Spawn actor state, I need to set integer value to intially_corpse variable and A_Die. In its Idle actor state, I need to copy over the original monster's Spawn actor state code for it. In its Death state, I need to A_JumpIf to read the value of the initially_corpse variable, which will jump to its Intially_Corpse actor state. In its Initially_Corpse actor state, change integer value to intially_corpse variable; I need to make it a Crash state with -1 duration at the last line. The Initially_Corpse actor state will then be the present Spawn state of monster_name_corpse. And of course, for original/all variants, I need to make sure that the Raise actor state to +DONTCORPSE and -CORPSE actor flag. For original/all variants, also need to make sure that the Crash state terminates, but allow to A_SpawnItemEx another monster_name_corpse before its self-termination (will comment out -1 duration line[s]).
Whether I want to inherit or not is up to me, but I will need to sort out the order for the DECORATE lump. If not, I need to sort out the subtle changes. Fuck it, monster_name_corpse is just like a referenced dead doom monster. Will inherit. HARD WORK COMING FOR ME!!!

DAMN BOY! BEEN TEST PLAYING ON MAP31; THE DAMNED SOULS, FUCK! I NEED TO TONE DOWN THE BLIND ATTACK OCCURRENCES! HELL, MAYBE EVEN A_CLEARTARGET CHANCE FOR EACH SEE STATE WOULD WORK TOO! THESE DAMNED SOULS GIVE HELL, BUT THEY FUCKING SUFFERING TOO! CAN'T REMEMBER JACKSHIT ABOUT SHIT!

EDIT (11/12/2017):
-Okay, allowed a small chance to get A_ClearTarget rolling for damned souls. At least they can forget about their targets due to excessive torture and torment. Yes, also reduced the damned souls's fire wall to one, under you. Even so, you still have to keep on running away. Your health withers while under attack so be glad there's a 25% chance that the damned souls forget about you due to extreme torment and torture. They are not supposed to attack often, but still healthy and strong. Plus, you take damage for each attack (also, another strong point!). Hey, at least you don't have to worry about moving firewalls. Those are from the fire wall sphere and that proposed vampiremissile. Then, I guess it's finding the right monster corpse for each right customized crashing monster. The edit could be a challenge. However, I am in concern over the fact that some of those customized crashing monster to be sliding! I don't want to have "it" stop suddenly! That would fucking suck! Also dead monsters replacing dead monsters will retain Skip_Super actor property. They are considered too long dead, too late to raise back to present existence state. ERROR LOG NOTED. Butcher/Smith to replace BaronOfHell role for much appropriate behavior of the original BaronOfHell. They will be much more easier to deal with though! No biggie. Iron golem could dorm with blood golem in the HellKnight role. The golem brothers, hooray! 30% chance for iron golem to spawn though. I have to look for a nature based attack for the thorn creeper. It probably be even weaker, but fitting. This is also excuse to potentially fit in four more monsters that I like. Damn, lots of monsters. Hadn't forgotten about the ally assassin and ally corpses.

YES, BITCH, THE REVISION FOR THE CHANGES ARE AVAILABLE, BUT YOU AIN'T GONNA SEE IMMEDIATE CHANGES UNLESS YOU GO TO MAP31/32. TUFF SHIT, IT IS! GOT TO CHANGE ROLE REPLACEMENT AND ADJUST THE THORN CREEPER FOR PROPER CAPABILITY. Next be the ally project or more fucking monsters.

EDIT (12/12/2017):
-Increased the chance of forget by 50%. I guess it's too relentless for the damned souls to kept for remembering their target. That should provide a safe distance. The damned souls are like defensive barriers. Oh yeah, reason for increase is sometimes there are monster generators too. The spawned monsters might open up doors for the damned souls to listen for target. Call the damned souls a audio detecting defensive barrier. That's their strongest strength, since they don't need to see you to attack! Due to a possibility of combined strategy/tactics. You get the 50% chance for them to forget you (and your allies [kills allies fast!]), barring potentially open doors. Either way, it's gonna be a long ride so get smart and getting running from the fires of temptation! Oh yeah, realized that straight up 0 tics in the Death or Wreck states might run off to cause a skip until the next control flow keyword. Whoops!
-Saved game sessions don't change the actors to the updated version. It's probably retain the original code layout. Will restart map31, with 25% 50% chance to forget. Sheesh! Hope I past will faster colors?

EDIT (13/12/2017):
-Am restarting with 50% chance to forget. Damn, it's gonna take a long time! I might as well start replacing fucking roles already! Would have been done by now.

EDIT (14/12/2017):
-It appears that any reserved actor state, including Missile (that's the one I forgot), needs to have at least a delay of 1 tic or else it reads all 0 tics and runs even the flow control. That's why every time I kill this thing, it keeps on burning target on at least sight. I was going fucking crazy wondering if there's a actor flag needed to be set! Well, wouldn't you know? There is actually two actors spawned in the very same coordinate! Why? Fuck! Okay, I'll fix out of them each and out of walls so that there won't be any more hiding anymore. Actually, the problem is the fact its height is freaking tall. So tall that overlap will not work with low ceilings. I just have to make it A_Wander until it detects a target. Should make grinding through map31 possible now, unless, it's blocking the doorway; pretty mothers if you ask me. A better strategy would be to make a smart generator to work with the bugs of map31. Only one would place in its place. Good as it is (damn, fuck those wolfenstein3d maps; wonder who made it that way? smart move, man!). :\ Also, I lowered the health value so it's a better chance to overcome the obstacle without getting all the monster generators pushing you away. 900 sounds low enough?

EDIT (15/12/2017):
-Got the smart generator of damned souls done. Irons out that bug of map31. Also am lowering the explosion radius of blade sentinels to 16. Blade sentinels are technically naval mines, but they are very small compared to the ones that can knock out and sink ships. It should be able to do that. A bright pow, yes, but no a big one. Considering that you will see more of them, I will also lower the explosion damage of blade sentinels to 8. At the least, they take away around 10th value of your health rating. In case people forget, the walls can be your greatest friend in turning the blade sentinel's arsenal to deflect upon itself. The blood lord on map32 is too hard without the invulnerabilitysphere. I decided to test map32 with a bit of cheats. The rest of the monsters can be taken care of with some effort. Removed volcano assistance from Missile state. I wonder if Pain state left intact is good enough?
-I have to look for a nature based attack for the thorn creeper. It probably be even weaker, but fitting. This is also excuse to potentially fit in four more monsters that I like. Damn, lots of monsters. Hadn't forgotten about the ally assassin and ally corpses.
-Will get to testing map 31 and 32. Am loading the stuff at the moment. Yes, the HellKnight/BaronOfHell role replacement has been done with monster difficulty generation curve completed.

EDIT (16/12/2017):
-Map 32 can be passable w/o the need for invulnerabilitysphere! Well, that might make fighting blood lords manageable on a general level. Mission accomplished. Still, he got a bag of tricks so you still need to bring out the big gun and fight out a quick and hard fight. Your break got a timer.
-I decided to put back 25% chance to forget target for damned souls. It was a bit too soon to hide from sight and wait for the damned souls to forget about me. This decision was based on true one damned souls map31 testing. Decision is final.
-Will upload changes for backup purposes. Am getting onto the thorn creeper's attack redesign, implementing ally assassin/corpses, analyzing the four proposed monsters.
-Hidden d1 props! Forgotten d1 sound proposals!
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-New shit! If the thorn creeper A_VileTarget, it first must use poisonhit_bmp (which will damage by the specks), which then fires off Vines_bmp (am not sure whether these actors ought to be alive [-SOLID spawning projectile might terminate itself in duration {peruses sprite set of oak_sage_Aura_bmp sounds good (properties/flags based on vine actor for convenience)}]) by 360 degrees (no more vertical tree shit, it's a thorn creeper, not a tree!), the vines will hold onto their last sprite frame. During their active state, they can A_Explode with 0/1 damage. However, I believe that much more occasional A_SpawnItemEx of oak_sage_Aura_bmp sprinkles will do. I also think that's overdoing the lag limit. The vines will eventually give away (Vines_Death_bmp sprites set), +ISMONSTER actor flag or not. If the thorn creeper A_PainAttack, it will fire off one (+TOUCHY) -SOLID spawning projectile monster (peruses sprite set of oak_sage_Aura_bmp sounds good [properties/flags based on vine actor for convenience]). Vines might likely be monsters so you can blow away vine walls, including the -SOLID spawning projectile monster. A_VileAttack still applies to incur retaliation. Reference from necromancer's winged fiends.
-New shit! dethsentry02_bmp/dethsentry01_bmp might be the A_VileTarget attack for baaldeathghostie01_bmp. The dethsentry animations might be a A_Explode with 0/1 damage, while baal face can dodge around and shit like that. A_VileAttack still applies, but only as initialization for each attack, also incurs retaliation. The new animations might also serve as a good death animation. I might also allow the baal face to display animation and +INVISIBLE in order to deceive both players and allies, then it will instantly -INVISIBLE and resume its other normal functions. Reference from wing fiend puff hazards. I also imagine using icy/magical sounds for the animations or something like that. Death illustrated too?
-New shit! MoltenBoulderRoll_bmp, MoltenBoulderExplode04_bmp, and MoltenFragmentD_bmp, will be the projectile for the rhinoman. He will take a stomp, while will be a stability position before firing off a rolling molten boulder. Boulder will explode and fire off molten fragments in 360 degrees. Boulder will be slower due to mass and size. Fragments obviously faster.
-New shit! Snakeman might use that zvs1litnuhth.dcc red bubble thing. I did intend to use this thing. Will be like the blood star, but no stealing items. It might continue duration and damage in its death state. Probably more dangerous than a succubus. To group with DoomImp role replacement in order to reduce succubus redundancy (hey, got to make the game work and play right). I might even make a evil demon hut for snakeman and baboon demon, except for one thing and one thing only. I wonder if they are even smart or capable enough to construct a hut? The d1 sounds might have some other animations I might need to take a look into.
-New M-M-MONSTERS! Oak_Sage_Overlay_bmp and ShrineManaRegen_bmp. Oak sage is a green floating brittle star, but I consider it as a plant, fair enough. I was thinking to use the A_CustomMissile vine as its attack and death with multiple A_CustomMissile. ManaRegen is a blue sphere! Ice, vapors, rain, etc? I probably will use that glass version of zvs1litnuhth.dcc. Glass attacks, probably more proactive in accuracy and damage.

EDIT (17/12/2017):
-Whoops, mistake in date notes. Completed vine sprite coordination. Looking for sound definition. Commencing code. Requires base sample.
-Well, onto code for a bit somehow. Just telling you guys that vine walls are technically walls regardless of size. You just can't push them away either by push or damage. Got the actor properties and flags done. Still need to take a look into the sound definition. Will test size definition. I have decided that the thorn creeper ought to fire off one vine wall seeds (seed group name), which will -SOLID. It can be terminated either by damage or end of its A_SkullAttack (which will probably A_PainAttack a different version of vine wall seeds [with PAF_AIMFACING|PAF_NOTARGET] or A_ChangeVelocity [probably more easier to do! {maybe needs -SOLID first and switch later to +TOUCHY (the flag combo works with the A_SkullAttack hork spawn, which dies upon contact or hurts itself on walls/planes}] in another state that terminates the actor upon end; no targeting desired [okay, maybe, I just need a projectile that can be shot down? {Monster flag combo?/-NOBLOCKMAP/+TOUCHY with health rating? If that doesn't work, then I'll stick with a simple projectile and be done with it}]). Also, when the thorn creeper dies, it A_PainDie 3 vine wall seeds (seed groups). I believe things are speeding along, but I'm tired at the moment. Such a little thing, yet, such a large module of many many references! Upload complete for backup purposes.

EDIT (18/12/2017):
-Fuck dude! Fuck! +SHOOTABLE, +DONTFALL, +THRUSPECIES, +MTHRUSPECIES, -DONTOVERLAP, +RIPPER, and -NONSHOOTABLE. Those are somewhat the basics of a damagable projectile? Just kidding, I can't really mix up the two classes. Dumb ripper projectile it is! Moving onwards! Well, I can make the primary missile to be normal except for firing off three secondary missiles with +RIPPER. So it's like a bomb, but the fragments are definitely rippers. Mostly good for primary targets. Ripper is random then. I think letting the ripper lock onto primary target is good enough. The vine walls would lock into anyone caught within the orange seeds. After effects would be a wall that might need to be broken down. 1*random(0,2); that means a vine wall could actually kick your ass during a tangle. Will stick this to the attack and maybe death state of thorn creeper, you can't get too close. Damn, if I could make glided ripper missile trails that vacuum? It's touhou research then.

EDIT (19/12/2017):
-Okay, the vine wall projectile was tested for the thorn creeper. Sounds good as a weak little monster. Stupid slow walls can be quite the obstacle. Not hard, but on map07, oh yeah, you gonna need some fucking heavy ammo. Good thing that festering appendages can't raise themselves. The thorn creeper won't help you take out these mothers anymore, only to spawn more walls to block your ass (vines can hurt, but don't think they can take on the festering appendages).
-Somebody mentioned to make the d2 sorceress into a nature witch whatevers (herbalist, apothecary, folk healers!/cunning folk!, witch doctor?, granny women) with the vines.
-Well, glad I am able to fix this last undesired error. Bugged me for a long time. Those bullet thorns can be fucking hell when you're low on health. Not good. I just got an idea, those oak sage overlays can be a monster that lights up green shit under target (with A_VileAttack, of course), then A_VileTarget those vine_walls to trap targets (maybe even vine wall trees upwards [hopefully, the rocket won't be in the way]). I wonder if I can shoot them below me while standing? I also might make vine wall bulletpuff, vine wall splits upon contact (random movement variation possible and logical here), fast vine wall projectile(s) (no sprites), seeker missile vine wall projectile (no sprites), or even vine wall tree defenses for certain monsters's pain state.

EDIT (20/12/2017):
-Well, I'm uploading the fixes/edits @tm. Forgot to 0-180 degrees on pitch for random A_CustomMissile vine wall projectiles upon Death state. Might need to test explosion damage radius of vine wall too. Since I also got the vine thing going on, I think I can squeeze another attack for that thorn hulk, particularly for that right arm. FAST VINE WALL PROJECTILE THAT STARTS VINE SPREADING AROUND IN RANDOM DURATION! Eat your heart out, spaghetti man. Might also apply to Pain state and maybe random spawn of oak sage overlay in Death state. No biggie. I am to start the ally assassin (maybe cunning folk [although I would actually prefer a classic elven folk, fair folk sounds good too!]) module. Will keep in mind of potential ideas for other vine attacks. Also kept note of the new monsters analysis.
-New shit? In case someone forgot, smoke stack for the vampiremissile genie spawned from a lamp/bottle.
-New shit! dethsentry02_bmp/dethsentry01_bmp might be the A_VileTarget attack for baaldeathghostie01_bmp. The dethsentry animations might be a A_Explode with 0/1 damage, while baal face can dodge around and shit like that. A_VileAttack still applies, but only as initialization for each attack, also incurs retaliation. The new animations might also serve as a good death animation. I might also allow the baal face to display animation and +INVISIBLE in order to deceive both players and allies, then it will instantly -INVISIBLE and resume its other normal functions. Reference from wing fiend puff hazards. I also imagine using icy/magical sounds for the animations or something like that. Death illustrated too?
-New shit! MoltenBoulderRoll_bmp, MoltenBoulderExplode04_bmp, and MoltenFragmentD_bmp, will be the projectile for the rhinoman. He will take a stomp, while will be a stability position before firing off a rolling molten boulder. Boulder will explode and fire off molten fragments in 360 degrees. Boulder will be slower due to mass and size. Fragments obviously faster.
-New shit! Snakeman might use that zvs1litnuhth.dcc red bubble thing. I did intend to use this thing. Will be like the blood star, but no stealing items. It might continue duration and damage in its death state. Probably more dangerous than a succubus. To group with DoomImp role replacement in order to reduce succubus redundancy (hey, got to make the game work and play right). I might even make a evil demon hut for snakeman and baboon demon, except for one thing and one thing only. I wonder if they are even smart or capable enough to construct a hut? The d1 sounds might have some other animations I might need to take a look into.
-New M-M-MONSTERS! Oak_Sage_Overlay_bmp and ShrineManaRegen_bmp. Oak sage is a green floating brittle star, but I consider it as a plant, fair enough. I was thinking to use the A_CustomMissile (fast ripper or [A_SkullAttack, for a weak monster projectile that dies off after finish spawning] fast vine bomb [almost like glass attack, but more stuck and slow])/A_VileTarget (multiple variance) vine as its attack and death with multiple A_CustomMissile. ManaRegen is a blue sphere! Ice, vapors, rain, etc? I probably will use that glass version of zvs1litnuhth.dcc. Glass attacks, probably more proactive in accuracy and damage.
-How about 100%/200% tic tough health regeneration item? As long the damage, even poison damage, doesn't go beyond 100%/200%, you should be fine. Fuck, even a distant pain feedback won't dent you much for long! If you manage to collect over 100%/200%, well, you drank too much poison! As long the health regeneration is active, it's good.

EDIT (21/12/2017):
-Completed the thorn creeper fix. Can't fix the vine wall explosion radius damage for some reason, maybe I'm digging in too hard under? It is a small thing. Whatevers. I got the HHUTA1 for the thorned hulk's second attack. Might also apply to pain or death state. FAST VINE WALL PROJECTILE (MAYBE A_SKULLATTACK MONSTER [{FAST} SEED SPRITE REQUIRED!]) THAT STARTS VINE SPREADING AROUND IN RANDOM DURATION (UPON DEATH [FOR A_SKULLATTACK MONSTER, SEE])!
-Oak sage overlay will be grouped with the cacodemon role. Organic species, you know.

EDIT (22/12/2017):
-Toned down the chance of attack frequency for the thorn creeper. Now much easier. Thorn creepers are still most accurate in the vine wall projectile series. Completed the thorned hulk's second attack. A trap pattern of 3 vine wall projectiles. Yeah, I was trying to make a web bomb, but it didn't work. Shotgun sticky blast it is. Not much, but it's something.
-Did another vine wall projectile type. This one is squiggly. I think I can add that to the oak sage overlay's arsenal (A_VileTarget and sprout [A_CustomMissile/A_Burst?], blood drop growing into vines?).
-Monster stuff, ally stuff, things for upload. blah, blah, blah.

_________________
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https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
https://en.wikipedia.org/wiki/File:ChoSh.jpg, resident alien generation? Wow!
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v49
v49+: Monster behavior fixes
-Damned souls generator fixed for map31. You can now pass.
-Blood lord's meteor rain volcanoes now spawn less often (on condition of defense). The butchers, smiths, hork spawns, blade sentinels, fire wall spheres, lightning jolt spheres, and iron golems are enough as fucking barriers. Game balance, man. For map32. You can now pass.
-Thorn creepers now fires slow vine wall projectiles in four consecutive times. Rips with zero damage, but lays waste for a vine wall/bridge. Quite obstructing. Thorned hulks have the option to fire off three fast vine wall projectiles of a similar nature, buckshot style. Not a iron curtain reference, lol.
-Upload process completed! Oh yeah, it's under (a bit of fix and) upload process. Other than that, nothing much to see here (that means no screenshots) unless you want a revision, not final, of a challenge (trust me, right now, you can't outlast the festering appendages on map07). I'll announce the change if I get this obstacle passed.
-Now, I am finally back onto the ally assassin module! Took out much of my free time! Least it's better... HE!

_________________
_
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
https://en.wikipedia.org/wiki/File:ChoSh.jpg, resident alien generation? Wow!
_
Regurgitator monster to be resumed
whatissk/moonie/washingtontimes=anti-armistice nazi instigator-usurper/tyherantno parasite/censorship/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' mein kampf machine/kal_flight_007 self-victimization
nsfw
Spoiler: show
Fraud Alert Renewal Month: 03, 06, 09, and 12
My ZDoom mods
Viva Le Resistance! (threat: see ☠Image☠ below...)
Metal tracking mods
sfw
Spoiler: show
https://archive.org/download/for_jihad_monsters/Lightning%20Exclusive%20Nasheed%20By%20Ahmad%20Al-Muqit.mp3


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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v49
I just remember that a certain song needs to be fixed. I hope I fixed it. Didn't test it. Tested it, didn't work. Maybe I should convert it? Nah, original is fucking best, don't give a shit about how it runs on the source port; oh well. Working on ally assassin/corpses. Then more monsters, items, and props. Props are basically dumb barriers. I need to get the testing of more active things going!

I am entertaining the thought of placing some corrupt rogues in red hues. Just a thought! Oh yeah, I might forget the cunning/fair folk ally. Something off region about it. As for that snakeman, I might call it a yuan-ti should I miss its original name (oh, it's Claw Viper). Am I lazy!
As of now, just started the base of sprite coordination.

Oh yeah, and a happy fucking new year to you too!

EDIT (27/12/2017):
-On the See animation. Have to use the hair bun as the base from Idle animation.

EDIT (28/12/2017):
-See animation completed! Onwards to the attack animations, four in total. A bit of a pain. I am afraid that tampering with the temperature controls will render my current machine inoperable. It was a good machine while it lasts. Unfortunately, I cannot use the same development/test build environment. However, the next/new build will be quite similar or even beyond current obsolete hardware testing standards.
-I got intervening spiritual inspiration that the claw viper or yuan-ti should be an ally. You would have 3, maybe first kit will summon 3 at once. The dropitem will just be one? That is definitely going to happen!

EDIT (29/12/2017):
-About the additional ally, the claw viper/yuan-ti will be replaced with a suitable red hot corrupted rogue instead. Why? Cuz she's hot, man! We'll call her demoness, she-devil, consort, connoisseur, hot stuff, hot bitch, lots of fuck, sex addict, drug addiction, mary jane, j lady, something something. You know, it's a funny pun. Why, there are actually different shade, even green! Green is a much whiter variant than the darkish red. Maybe, with green tone, she can be called as cunning/fair folk. Big magic time, bitch! She's definitely gonna have self healing and pain feedback so watch your friendly fire, bitch! As for the spiritual inspiration, I decided to forget about it. The project is strictly for recreational and fictional use. There won't be any additional allies as they are off the human relations table. The palette change is too fucked up to begin with. There's areas can become deformed for the proposed corrupted rogue ally. The claw viper doesn't look too reptile, darn, I wanted for it to bite! Would work for my proposed radiating red ball projectile attack idea. I think I will include leaper to replace the now forgotten claw viper for DoomImp. He's just a climbing melee flunky. Regurgitator might have a place in Fatso. He can spit hork spawns much more aggressively at a further distance. The red ball and the huge boulder remains at debate. I think I'll use the red ball for the rhinoman due to the wooden material of its magic box. Molten boulder would be a different story. Maybe, I can finally use that frog demon for use. Might also need to use melee kickback for the thorned hulk, just to push for setting some barriers between player and thorned hulk.
-Am getting back onto the sprite coordination as well.

EDIT (30/12/2017):
-Godamnit, it seems that there are some really way off pixel errors. Definitely errors. I must some some pixel corrections to those way off pixels. To be done right after sprite graph coordination.
Okay, nevermind, it seems to be everywhere. it's a shoe spike so it happens. Whew!
-Well, I completed the sprite coordination. As much as I want to get a whole lot things done, fucking holidays fucking shorten my time! Even though I got break, my free time was fucking eroded to waste! It's like ceremonial work, but it's not ceremonial at all! It's just a matter of finance and shit like that. Only good thing is to take some time off due to the fucking cold. Anywhom, I will get onto the audio testing. Testing, testing, 1, 2, 3. Oh yeah, fuck the new year cuz it's fucking cold! And fuck the fucking faggot spies/jinns that try to get at me for no fucking reason. Fuck you, bitch! Fuck you and go to fucking hell!

EDIT (31/12/2017):
-Hello everybody, I can say that the audio definition is complete! Now, onwards to the code, which will be based on the ally rogue archer. I assume that the ally assassin will be slower/faster. Probably slower as to prevent a high risk of friendly fire from happening. Okay, assassin is definitely taller like shit. I need to make sure that some classic or unique ninja skill occurs.
-Attacks? Still open to debate. Launch arrow(s)/bomb(s) that spawn rocketsmokes or wolf smogs in random duration array? Launch bomb(s) that explode like a rocket? Launch bomb(s) that A_VileAttack like that tornado shit? That's call paralyze movement (works very well w/ +PAINLESS), sounds good. I really need an Asiatic type of attack to absolutely convey the clawness. A_VILEATTACK.
-To allow a set of balance and a sense of variety (when I need to make amends that is), I also might reduce the arrow doubles to single for the ally rogue. Their arrow will double in (also poison) damage and maybe speed at the very least.
-As I recall again, claw viper is gone. I have to fix the melee kickback in thorned hulk (which is just A_Explode again, don't get close to the hulk!).

EDIT (02/01/2017):
-Belated new year everybody. Now, onto no business (yes, you can fuck you to me for fucking reason). I fixed the melee kickback to the thorned hulk's new attack, don't go near or you in hulking hurt! Okay, I have tested the size dimension and sprite scaling of the ally assassin. I have completed Spawn, See, and No_Target actor states. I am to do the Missile state; need to assert DamageFactor. This new attack will be very different to me, but I believe I got a reference card from a previous weapon combo of mines. Wish me luck? Whatevers!
-Keeping tabs on putting climbing and drop abilities due to claws; if the attack(s; I might need more than one to keep it a bit interesting [dependent on how many moves, which I will check back, godamnit!]) can work with it, okay.
-Keeping tabs on porting draft to ally project.
-Am keeping tabs on changing the 2 to 1 arrow for ally rogue archers. If they are sufficient enough with one, and the assassin can balance out with them, yes.
-Keeping tabs on ally corpses.
-Keeping tabs on potential monsters.

EDIT (04/01/2017):
-I have found a drop down animation, but it looks like setting up a trap then attacking so no.
-The tornado (or maybe already developed [flying {watch it!}] poison smokes cloud, that's good to know! [one silent poison arrow at a time; might be even more effective in downing really healthy monsters than the thunderian's lightning jolt, overtime at least; not sure about crowd control, some hits here and there, attack definitely for single target] the tornado or continually vertical crowd blast, is based on the projectile's vicinity; I came to realize that a player within the zone then cannot move him/her/itself, rendering the situation too late to evade) module is now in session. The ally rogue will keep their two arrows since the ally assassin have stealth elements anyways. The ally assassin will obviously shoot one projectile per attack state. DamageFactor applied.
-The shield thing might trigger when Pain state initiates, includes pain feedback of a higher degree (A_VileAttack/A_VileTarget in about four melee attack damage ratings in total, continually).
-Researching melee damage balance between humanoid allies/enemies.

EDIT (05/01/2017):
-Just set up the smog arrow projectile. Took make smog arrow reaction hazard, which will make assassin smog. So it's like in sexy ninja foxy ally combo, but with a better ninja, without much sex appeal, lol. Yes, it's true, I speed up the busty and banging (corrupted) rogues to prevent human visual rendering.
-Will get to the melee, will get to the unique pain feedback initiation. As of right now, I need to rest. Spend the week a bit late and it's fucking winter.

EDIT (06/01/2017):
-Just completed the smog arrow, smog arrow reaction, and assassin smog. Now I need to get onto the melee, attack/arrow, hit, and miss sound. There's going to be a lot of test for sure!

EDIT (07/01/2017):
-No, you bitch. It's just a bunch of shit. Sometimes, I get the animal instinct urges like it's a part and curse on my whole being. I have to drag it out in some fucking re-programming. It's a hard budget of a schedule!
-Well, end of the day, got the hit/miss (plus some miss corrections [I need to test the sound play in baboon/werewolf sample {tested, all sounds work; damn, need to use my custom miss due to skeleton/swing being only on doom2}], melee (the initiation of [melee/ranged] combat sound), and attack (the ranged sound).
-Of at this moment, testing if I would need some fixed coordinates to shoot arrows. If all attack animations are too centered, then yeah center. Damn, am I going slow! The holidays can be a pain sometimes. Will use my junk notes to see a media asset reference list (of sounds) for that "shield/painfeedback" counterattack. There might not even be invulnerability either, too over powered anyways compared to a slightly faster and most stealthy thunderian that can accurately direct fatal projectiles of nearly immediate death. Okay, maybe given some time, but targets do die off. If I let the ability to climb and fall off cliffs/ledges, it's definitely an ninja! Plus with the kung fu fung shui, that's mystical ninja magic right there!

EDIT (08/01/2017):
-Ladies and gentlemen, I have figured out how to determine source of arrow trajectory by aligning the player's reticle with the projectile's center and the source of the projectile discharge. Right now, I am summing up the reload state. And will copy these methods with the other 3 ranged attack states. I will retain the Poison_Arrow1 until all ranged attack states have been done.
-I need to put in A_ChangeFlag ("NOPAIN",0) for all monsters that use this actor flag, especially those that can hold their attacks, those can't go into pain anymore. Holy hell! At least the game just got a bit more manageable!
-FUCK, I'M DONE PLAYING WITH TURN STRATEGY GAMES! THE LONGEST CHESS SESSION EVAR! I'M FUCKING FAGGOT! WASTED TOO MUCH @ DIRE MOMENT! FUCK MYSA! CLOSING, DONE! ZZZ! :P

EDIT (09/01/2017):
-Got railed off busy to other things, but found a bit of time to prod along. Am working on stab right. Made sure that right/left have a chance to transverse to left/right. Now working on arrow's point of origin.

EDIT (10/01/2017):
-Okay, checking the x axis in terms of projectile's point of origin is aligning its center with the player's reticle. Use the map cheats for a more accurate measure. Checking the y axis in terms of requiring noclip to see where the projectile starts/hits. Weave in and out to compare projectile coordinates and its place from the shooter's area. Then, summing up the average of the pixel measurement of each projectile's front angle sprite, change the y axis by that value in mind. The pixels are not ruler measurement, but the very subject in observance. Repeat methods if necessary. THAT'S A LOT OF FUCKING PROCEDURES, HUH?
-So far, I am satisfied with the new results! Excellent! I am thinking to just reuse the poison arrow from the ally archer. She's just going to fling one arrow at a time, probably 75% chance to do that so yeah. Figure that too much smog arrows will load up a crap full of lag in no time. I will use the smog arrow in the shield state, which is now just another mode of attack. So it's either arm flinging poison arrows or a slow (tic delay speed of 10s as raise, another 10 as warmup, another 10 as fire, another 10 as cooldown, tic delay speed of 10s as lower) smog arrow launch. Hey, smog arrows are already accurate and fucking powerful shit! They are the rocket without immediate death. There will not be shield given the fact that she is already stealthy! That's overrated! I can't say how often the chance of firing a smog arrow turns up.

EDIT (11/01/2017):
-I decided on a custom poison arrow whose damage and poison is either stronger, slower, or both. With the enhanced change, the arrows can be 75% of attack and smog 25%. This is fair due to the smog being potentially laggy.
-Oh yeah, nothing happen. I just got my ass adjusted to work out for my mental and physical capacity for the project. Sometimes, I need a break, but I need one that helps smooth out my mental and not fuck up my physical, lol.

EDIT (12/01/2017):
-Got the stab by left attack done! Looks a bit badass with the fucking move after move after move. Since I decided to amp up the damage value, I think increasing the PainChance by base value of ScriptedMarine code is fair game. She traded speed and pain tolerance for stealth and better poison arrows. Although the attacks themselves should suffice, I will determine if the ally assassin is good enough off with the normal poison arrows. That means to let her pepper her opponents; however, I might need to tone down the pain sensitivity. Originally, I meant both sloth and frailty to be the cost for stealth. The stronger arrows would spell out a mega difference between the rogue and the assassin. I don't think that just a repeat fire of arrows would do enough, especially if its facing off a way stronger monster whose accuracy against stealth is not a problem. Peppering weaker arrows with a short poison duration is not gonna cut a health of around 500. That's why I am considering using the new arrows with a high damage caliber as well as a longer poison duration (higher in damage by total compared to old arrow's formula). Besides, the stealth mechanics does not cover against seeker missiles so the new arrows will catch up against that liability. A risky move, but I might allow the assasssin to climb up and jump off cliffs/ledges as the ultimate sniper whatevers. Yes, she can die while at the top, but she does have stealth and health regeneration. The only negative is the much higher PainChance. If your assassin walks (or wounds up) into a death trap of an eagle's nest; sorry, it was an unfortunate incident. As of now, currently testing PainChance (and I didn't even do the Pain state yet!) and then to chop left attack stage. Yes, I haven't forgotten the smog arrow attack (I think I would allow a 25% chance to smog arrow as retaliation move). Remember that this ally can repeat fire with +NOPAIN. PainChance exposed otherwise.

EDIT (13/01/2017):
-Got the chop by left attack done! Onto the smog arrow attack. Current testing shows that with the given PainChance value, she don't stand a chance against repeat fire and pain spammers like the succubus. The only good news is that the ally assassin is great for distance use despite the fact that she got great melee damage rating. Should she get close enough for monsters to actually shoot much accurately, she runs the chance to initiate Pain state. Now, I could increase the tolerance trading another chance to occasionally trigger the smog arrow attack after Pain state. I'm trying to make the assassin much better with ideas like a stream of arrows, arrows buckshot, or even instant smog arrow reaction (than smog arrows) occasionally after the Pain state (instant retribution? Not like she was aiming in the first place). I could even make a chance to shoot smog arrows instead of poison arrows during the fury of arrows attack; however, I know of the chance of smog spam being more hurtful than helpful and possibility of lag.

Yes to smog arrow reaction change. Yes to (still accurate) arrow streams, but it's too deterministic. I want it random like the first always spawn, the second 75% spawn, the third 50% spawn, and so on if possible. Sadly, I think I could only get a maximum of two arrows so the new arrows will stay. Since it's a low number for a stream, I'll reconsider the percentage chance. Fuck it, I decided to smog arrow all the way. It's the only way to down the occasional LEET flying monsters anyways. THIS IS PARTICULARLY TRUE FOR THE FUCKING SPHERES! I have to figure out the shield animation and its relation to smog later. A_VileTarget sounds good since it's instant. I think that succubus is missing the gore actors. Yes, the lovely girl, but the corrupted rogues are something too.

EDIT (16/01/2017):
-Sorry guys, got distracted with other games. Got complicated. Break got unbreak. Was playing some rls, realized that I can't carry much unlike doom. Ironic since I need to hoard like hell. Blame the stat sharing, motherfucker! Damn, Doom is great! Focus faggot bro, focus!

EDIT (17/01/2017):
-After several usually disappointing gaming mishaps with new map submissions, I go back to my project. Spend quite a few hours nigh my sleeping time, but I managed to make the smog arrow reaction attack. This one got about four (immediate, no sight/aim required) of them to equal four consecutive hits from four smog arrows. You can see the poison damage and duration stacking up high (300 - 400 damage max rating estimate)! Now, it's not as hard as the thunderian's fizzing and electrostatic lightning jolt of sparks, but it's medium enough damage with quick enough initiative and retraction for the next attack/move. I did try to make a monster detection code by radius or blast, but it got too complicated and I believe it will unintentionally hurt the player more than I would think! Poison, you gotta to be careful! Back on topic, no, I did not introduce the +/-NODAMAGE. It's a fucking claw anyways. I even thought about making single/multiple A_VileAttacks with assassin smogs or a variant like that. Got too complicated and I did not want to hold down targets in agonizing pain. That's more like for the cultist, demonologist, witch, and the like. Sounds like a good curse cast; I'm gonna do that some days. As an assassin, she is stealthy, but sensitive to sensations, thus sensitive to pain at times. However, there is amount of quick moves too! I figure I might need to perform a smog arrow reaction upon Pain state. Good countermeasure and defense to the high PainChance. Maybe that's too instantaneous. I can at least make her switch to Missile state after Pain state. She is +SHADOW, after all. Can't get too close to this girl! That's what you call an assassin! ???I just might allow the reaction attack state to happen during See state as well. Makes the assassin like a radar, much more helpful. Maybe, that's taking away much of the artillery role from the thunderian??? I used to want an assassin with much more normal weapons taking down one target at a time. However, I realize that she's gonna be a super hero and I need to amp up the ninja-ness to ridiculous proportions. Now, at least she can definitely take on the monsters in still ninja-ish style!
-As for the new monsters, will test unused d1 sounds for them. Was thinking to make a slow winding ripper seeker projectile that spawns vine walls. Its purpose is to continually ensnare and grip the target until it phrases out.

EDIT (18/01/2017):
-Alright, fixed the Pain state. Testing the attacks in their complete forms. Looks wicked, like a witch or false cunning folk. Smogs relentless in all direction, fucking evil; truly double-edge sword! Might get to work a bit on Death/XDeath/(Crash)/Raise/Crush/etc states, but am too tired @tm. Till next time.

EDIT (20/01/2017):
-Took an extensive roguelike break. Yeah, some heavy role-playing right there. Anyways, I'm doing the death state, but it's hard to see which sequence is cool. I was thinking to do a epic disembowelment move, like samurai honour suicide. Can't figure it out though. It will be ethnological, it will be cool.
-My fair sirs and ladies, the Death/XDeath/Free_Fall/Crash/Raise/Crush actor states have been complete! Will commence onwards to the conversation module. Soon enough, a equivalent for the ally project will be done.

_________________
_
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
https://en.wikipedia.org/wiki/File:ChoSh.jpg, resident alien generation? Wow!
_
Regurgitator monster to be resumed
whatissk/moonie/washingtontimes=anti-armistice nazi instigator-usurper/tyherantno parasite/censorship/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' mein kampf machine/kal_flight_007 self-victimization
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Fraud Alert Renewal Month: 03, 06, 09, and 12
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Tue Dec 26, 2017 2:04 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v49
v04+: Assassin, warrior of endless nights!
-Okay, no changes for the monster project (other than a few updates here and there). For the ally project, the assassin is here to help out give that certain punch in a most desperate situation. However, she is average in speed and most sensitive to pain so that means you should not throw her into certain death. Example be hail from the Blood Stars. She'll die for sure, they too painful. Your fellow assassin can heal self, skew trajectory of normal projectiles, fling a flurry of smog bombs, and plant a storm of bombs.
-The next update of the monster project will surely be the marine gore. By that time, I would have the ally heroes (I definitely need to put that in the text description [okay, they aren't as heroic as I thought they would be! {some strengths, some weaknesses, overall, specialists}]) be final.

And here some media shit for those non-readers who can't comprehend to use common sense in understanding both topic and post! Nope, I won't post screenshots for this update, it's only partly amazing.
Image
SAYONARA, BITCHES!

Last time from the v03+ post, I talked about the game music of being potential in a Diablo map demo. While it's good as a nostalgia level, I decided to add in some other new game music, the ones that definitely click and nod to the fantasy genre. I also have been listening to some chip music outside the staple game genre as well. It's fucking good as well. Nevertheless to say that they'll fit into the visual novel idea I have lingering around. As for the extra Diablo music, so far, I can't get some game music to at least groove with the combos.

-So right now, I either have marine gore, new monsters test out, prop module, and maybe some other shit. For the marine gore, I'm going to be just realistic and left the ally corpse stay dead. They are dead for too long! Also simplifies my time a bit. Then again, I think I'll just make another version where these camped allies can't be warped (they don't have the necessary warp equipment). That way, there won't be abuse and control over the number of allies is exerted. The camping allies will be either dead or alive. Technically, I won't mind having a few more allies, but it does ruin the Diablo atmosphere.
-I might another ally, one with a repeater crossbow. It's like a machine gunner with arrows. The class is Paladin, but I am willing to change that name. The dude is practically too dark for the stereotypical European. He's like either a peasant, Arab, or even J00z! Only if I run into true technical problems with the gameplay, then it's a job for consideration. Other than that, I am embarking onto the thematic corpses. There's other gore too. I might need to inspect the items department to fill the thematic sprites. Now, I could skip onwards to the new monster proposals, but yeah, I think I'm rustic in the other departments even though the development has been mainly monsters. Props (maybe missing hazards) and items to be done.

_________________
_
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
https://en.wikipedia.org/wiki/File:ChoSh.jpg, resident alien generation? Wow!
_
Regurgitator monster to be resumed
whatissk/moonie/washingtontimes=anti-armistice nazi instigator-usurper/tyherantno parasite/censorship/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' mein kampf machine/kal_flight_007 self-victimization
nsfw
Spoiler: show
Fraud Alert Renewal Month: 03, 06, 09, and 12
My ZDoom mods
Viva Le Resistance! (threat: see ☠Image☠ below...)
Metal tracking mods
sfw
Spoiler: show
https://archive.org/download/for_jihad_monsters/Lightning%20Exclusive%20Nasheed%20By%20Ahmad%20Al-Muqit.mp3


Sun Jan 21, 2018 7:28 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v49
The marine corpse actors are under way! I also found that gore actors (BrainStem, ColonGibs, Gibs, and SmallBloodPool) might need sprite searching. I'll search for the proper variants, hehe.

And... they're done! However, the set angle is too static so I'll try to make sure that I move the angle by a random degree before flow control to the right Death/XDeath/Crash state line. So far, the allies/heroes are capable, but you still need to know how to deploy them. Each hero is a specialist, even the most basic can be very useful compared to their superiors. For instance, the thunderian is actually much more safer to have around than the assassin. While slow, he is resilient and his attacks are less likely to hurt you. They can be instant to holding down an area. Even so, they are more deterministic in predictable behavior than the assassin's. The assassin is medium speed and her attacks can actually kill you. Should you ever reach in the line of friendly fire, you can be dead in time. Attacks can be random in either angle degree with a certain medium range. They all can rip though damageable actors, particularly crowds or even the incoming onslaught of hordes. While this fact makes the assassin the ultimate floor sweeper; however, there is no care to hold back against anything, even the dispatcher. Despite the wild unpredictable pattern of being careless getting killed, the matter of grave danger ensures that the assassin can take down a formidable boss (but probably get killed in the process, it's a boss monster, what the hell do you expected?).

Oh yeah, one more thing, I was testing with doom1 iwad, and I figure that those fucking faggot blade sentinels are going too fast and too dodgy. What I can at least do is to implement and test slower speeds. Just enough for you to eventually outrun these bladed machineries. I have to make sure that the speed assures the quality of relentless chase.

OH, I DIDN'T FORGOT ABOUT THE GORE! THEN NEW MONSTERS COMING UP!

EDIT (23/01/2018):
-Gotten the A_SetAngle 0 to 360 angle degrees chance for dead monster actors. Looking pretty awesome. Next, search gore sprites for BrainStem, ColonGibs, Gibs, and SmallBloodPool. Hopefully it comes out alright. Then, it's the easy adjustment of the blade sentinels. If that doesn't work, I have to rewrite the chests with a different monster. This change will also allow the summoned monster to walk thru monster blocking lines. When I finally got the fixes done, I am to embark to introduce the new monsters. These monsters are to add variety and versatility to tough monster placements (particularly if plenty) such as the succubus and the fester appendages. Hope it works out fine. Oh yeah, here is the list of monster proposal. I didn't have the monster production in ordered sequence.

Leaper, but no creative idea outside the melee behavior?
Regurgitator, spits out hork_spawns (SWARMS!)|MoltenBoulders/mud/shit with more aggression!
y/z|A_VileAttack/Target|?painfeedback (?y/z [maybe invisible and chase|y/z|blink]?)? BaalGhostFace!
Constantly floats and breaths BurningGapingBlackSkull!
Randomly linger BloodStar_alternative|MoltenBoulders/mud/shit RhinoMan!
DemonFrog spits MoltenBoulders/mud/shit (look other m)?
x GreenFloatBrittleStar shoots/explodes/A_VileTarget vines?
GlassSphere shoots/explodes glass ball grenade fragment!

GOT THE GORE SPRITES DOWN!:
BRAINSTEM = invbrnz_bmp
COLONGIBS = invsple_bmp
GIBS = invhrt_bmp
SMALLBLOODPOOL = as DIMOBLOO, sprite ALSLA0 ([no] code inheritance, [direct sprite use], not really a variant of actor group?)
|
Now, which actor goes first?

EDIT (24/01/2018):
-Okay guys, the last remaining gore actors are completed, easy, but I wasn't too organized. Underestimated the task at hand. Where was I? Oh yeah, the blade sentinels and the chests it spawns from. I need to do some game testing. I believe the speed is the core factor in too many unavoidable deaths. I need to make sure that it's (at least) possible to outrun the blade sentinels given space and time. Wish me luck on this one!
-Yes, this is a fix problem at hand. After, back to monsters/hazards/props/items/etc?
-JUST A AFTERTHOUGHT, INSTEAD OF SKULL_FOG_GENERATOR, VINE_GENERATOR? EITHER STATIC OR SEEKER (WITH OR WITHOUT DEATH/REPEAT PROBABILITY), IT BE HELL!!!

EDIT (25/01/2018):
-I got a various skull items that could be a sentient voodoo skull relic monster. Angry and not forgotten, the spirit of the deceased/damned wrecks its cursed upon the living. A_VileAttack for triggered aggression, but zero damage to avoid detection. A_VileTarget like Skull_Fog_Generator. Not a on sight attack entity; however, each time its health goes down a unit scale, it changes its health sprite. The lower, the damner. Sound perfect as a hazard, but really a prop monster. Alright, it's like the bone walls, but much smaller and more frequent blind sight attacks. Maybe, I can make a Vine_Generator something (related to the Skull_Fog_Generator) instead. It's still technically voodoo. Somewhat like zombies. Deva Ju!
-Working on the blade sentinel speeds, rounded down to 6. Tested, can be outrunned, but nevertheless furious (technically fixed, although you can lose a -20 health rating value with a run though; yes, you can lose bit by bit with each blade sentinel encounter so take them with health as needed, they no pushover). A bit less smooth, glitchy like a fucking stroke, but still relentless. +NOBLOCKMONST too so watch out.
-Speaking of fixes, I decided to upload the update. UPLOAD COMPLETE, CHANGES INCLUDE THE GORE AND BLADE SENTINEL FIX, MAKING GAMEPLAY ONE STEP TOLERABLE IN DOOM1 IWAD. The next monster is the voodoo skull relic thing, see you at the next release (there's also ui\WIDGETS\optskull_bmp\00 as happy gold skull too, too happy to be hostile? Maybe as funny selector?)! GreenFloatBrittleStar will not be appearing as a monster at the least due to the attack being perused by voodoo skull relic thing. BurningGapingBlackSkull and BaalGhostFace next cuz they are the very first in the new monster proposal bill. Also the longest and hardest in brainstorm. Btw, those mgq music is like the true arcade renditions of the 80s music! One reminds me of Rocky 3.

EDIT (27/01/2018):
-Getting onto the thing, yeah, okay, I first need to have a role picked (probably props than items [don't give a shit whether tech or hell, roots still grow strong], can't be too often). Okay. Sorry, I distracted myself with outside useless entertainment. I thought the going was good, but it became quite of a metaphorical grind. Time is not what I have. It's been a week on and off developing the fucking fixes so fuck you. I'll get to it, but I'm not feeling hot as of right now. I don't feel anything, I'm hurt, I'm hurt, I'm hurt. Till next time.
-I was just imagining Boogie Fever or Vida a Loca while playing my jiha monster combos. Sounds cool. Also, was listening to some metal stuff while playing hellband, pretty hard/grinding shit, but still fun. Shops hardly do a thing, but shop's shit anyways. And there's a new map that does not work for my combos! :( STILL WORKING ON PICKING MY NOES!

EDIT (28/01/2018):
-Below is the list of not filled roles. I could use a fill role, but then it would be a mix of things crammed into a place. I rather to have plentiful of interaction going on. I did plan to have props defined to certain roles, but as far as I can go, the prop monsters and hazards go first. I was thinking to have a shop, but it is diablo and shops there are in usually safe places. So far, I think the candelabra is middle ages and can be placed in tech map environments. It will do.
Column // Mini Tech Light
?BurningBarrel // Barrel Fire
ExplosiveBarrel // Exploding Barrel(Doom)
TechLamp // Large Tech Lamp
TechLamp2 // Small Tech Lamp

BlueTorch // Large Blue Torch
!Candelabra // Candelabra
GreenTorch // Large Green Torch
RedTorch // Large Red Torch
ShortBlueTorch // Small Blue Torch
ShortGreenColumn // Short Green Pillar
ShortGreenTorch // Small Green Torch
ShortRedColumn // Short Red Pillar
ShortRedTorch // Small Red Torch
TallGreenColumn // Tall Green Pillar
TallRedColumn // Tall Red Pillar

-Oh, I got more to say; the vine perpetuated by the skull is obviously something not of undead essence, but rather something sentient and sinister enough to be classified as a demon. I was to confer this prop monster as a part of voodoo, but technically, we are talking about vines, not African folk/shaman magic, not zombies or the like. Sorry on my part. I will name as vine demon skull, vine seed skull, vine sprout skull, uproot skull, vine uproot skull, or something like that. There will be several green paranormal lights on the ground before it disappears to make way for one or more slow vine projectiles (with orange seed for visual and possibly helpful effect). On much lights and projectiles spawned depends on how threatening the green skull should be and how often candelabras appear in the canon iwad maps. Till then.

EDIT (31/01/2018):
-I decided to call the skull vine wall skull. Sounds generic and compliant with the rest of the vine wall class instances. Hopefully, it works out in the end. I am currently testing the size ratio @tm so relax.
+CANNOTPUSH, I think.

EDIT (04/02/2018):
-Completed both actor flags/properties in terms of statistics. Requires variable definition and behavior code compilation. First, need to test size definition.
-Tested the size definition into appropriation so oka! Went too far into health rating measure detection, but satisfied with the results. And I was supposed to check the sound definition list! Oh well. I really digress too far from progress. I guess I was stricken by an illness of some sort. Once I get back, I'll make steadfast pace. Over and out!

EDIT (05/02/2018):
-I finally completed the sound definition list as much as necessary. Am implementing copy of Skull_Fog_Generator variant in hope to see a beautiful, yet prickly thorn I mean rose bush garden. Hopefully. If not, peruse Bone_Wall variant.
-Just wrapped up the See and Missile state. Need to get the Vine_Wall_Garden and Vine_Wall_Shoot (requires that glowing green light sprite set somewhere I lost). Shoots will be in aerial position as to target flying victims. There will also be a last shoot underneath the vine wall skull's target. Need to figure out the radius of garden as well as how many vine walls per shoot (3 sounds good).

EDIT (08/02/2018):
-Been a while, figured that I need to find the shoot sprite set. What?

EDIT (09/02/2018):
-And the name is PoisonSparks! However, the visual presentation is a bit lacking. Maybe bright would do it.

EDIT (10/02/2018):
-Just completed porting the sprite set as well as name ordering. Still, I need to do the graph axis coordination. It will take a while. Then, I can finally start the garden and shoot actor class codes.

Oh, an epic song, bitch! link

-I just completed the Vine_Wall_Target_Radius and Vine_Wall_Shoot. I will let the shoot fire off Vine_Wall_Projectile2 without any changes to its sprite set. I mean, you talking about setting off wild vines from a accursed skull, not flower power at all!
-So I did a lot of fixing and so far, the attack is dense, yet effective. Only problem is that there is almost no way to indicate the warning save for the audio. The visual is too small to take notice. If I kept the way it is, I only have the Death state and conversations to do. Btw, I forgot about a golden skull icon? That sounds like promising ideas.

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Mon Jan 22, 2018 10:02 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v49
v50+: Vine wall skulls, vines of misery
-Lowered the health of the blade sentinels because fuck it, they already fast and relentless and that's good enough! so far, they easy to kill in a short amount of time.
-Vine wall skull is out, but might need more testing and fixing in the future after stress test (that really happens after some time from this point [like, for instance, I might need to remove the extra death sounds just because it's not a underground eruption happening; the skull shoot is already out anyways {TO ADJUST THIS CHANGE IN THE NEXT INSTALLMENT!}]). See Candelabra to see it in action, they are not really active monsters though!
-There's a firestorm emitter firework thing that I can use for the gold skull icon sprite?
-Description text to be added to the organ actor class VARIANTS. Up next, vampiremissile monster thing! However, it's not going to be the final name. More like fiery/black/burnt skull genie thing.
-Upload available! Screenshots pending!

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Mon Feb 12, 2018 1:10 am
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v50
Damn, I'm tired! Will get moving much later!

EDIT (15/02/2018):
-After playing that mayhem17 megawad, it's definitely a throwback on the 80s arcade hardness. However, it's a bit clashing with the music. Bad music, man, bad music. It's supposed to be like old skool, but you fails. Golden souls tc is definitely more faithful to the original series (well, as far as it can go in copying some of the mario64 mechanics). I saw that the intermission text is a bit flavourful, but I see no boobies or banging appeal, lol. Well, at least have some easter eggs? I mean you talking shit and dirty and p0rnz, bitch. No way you can write shit like that and call it clean. Fuck, gameplay is definitely geared towards the default cast. Advanced custom monsters might overkill ya alls. Uses alot of teleport surprises, that's like gay. Ambush traps are fair though. So yeah, it's pretty gay and default is a bit boring in the early stages. Maybe I'm too used to the Doom theme aesthetics after all. Oh yeah, I have to give props to the 80s arcade hardness, jumping puzzles, jumping puzzles. Maybe when I'm geared for it like the original Mario Brothers, but not this excuse, sorry about that. Least you can still play it like it's the 90s girlfriend.
-Okay, I'm back and running onto the skull master monster or ifrit genie skull thing. Where was I? Oh yes, working on the organ prop description. Screenshots and death sound fix complete. Then it's the skull master. Probably over the weekend. Damn, I don't feel right. Hmmm.

EDIT (17/02/2018):
-Okay, I got serious and buckled down for some hard coding, experimenting, and fixing session. It really sucks. I was about to make it a nonsolid actor with description press. Took a while, but I really have to get my discipline going on. It's only one flag that greatly affects the game. Then, I got unsatisfied and start changing things in terms of making destructible organs like destructible props. Holy hell, then I wanted to add it a custom death thing to enhance the flavour. Woo! It's some bitching hours. Fucking tired! It must be the non-convenience of certain living utilities going on at the time. Anyways, stay healthy guys.
-Oh yeah, I will update information in the download directory soon enough. Will have to get some rest due to unexpected delays. Then, I will start hummingly on the real new monster modules. I haven't got to brainstorming props and items just yet, but it seems like the creativity groovy train is nearing its final stop. Time for a 60s Cream "White Room" song.

EDIT (18/02/2018):
-Nothing much, but I finally got through an ordeal that will resume my free time with probably unrelated timed consequences. Anyways, I would like to say that I am continuing the project with the skull master monster. I will attempt to use any d1 missing sounds. At the moment, I am sprite coordinating. Size is fairly small. Wanted to add it into the Cacodemon role replacement. Was thinking of a genie type of monster, you know, it pops out of a lamp or something. Not sure if it would have a default monster role assignment, but right now is just convenient. Probably copies LostSoul's statistics. Idea on behavior is definitely unrelenting air tank (despite size being too small) pacing and breathing poisonous smoke. Probably +NOPAIN. Will emit, not fire off, stream/burst of poisonous smoke. I want a fiery afrit skull jinn rampaging and raging like retard. It's fucking hell! The death is supposed to be a majestic-like wisp of smoke singing into the open air, like Aladdin, Sinbad, or something like that! You get my drift!

EDIT (19/02/2018):
-Well, it's fucking cold. Temperature dropping like flies. I am attempting to get the sprite coordination done, but quite the head effect. Screen time might fuck me up and I can't afford the situation. However, some blind eye open ear tune can help alleviate for peaceful sleep.
link for oriental mediation

EDIT (20/02/2018):
-Just got through the third angle rotation degree. Harder than it looks due to the flame aura being murky. Angle matching can be a real bitch.

EDIT (21/02/2018):
-Mirror flip match complete. Searching for audio definition list.

EDIT (24/02/2018):
-Okay, now, I want to say that looking for fire-based sounds can be quite the pain. Lots of them! Shit.
-Okay, just collected enough. Need to assert definition and importation. This, will, be, hard.

-Sprite and sounds complete. Now, need to find a class base along with fitting role placement. I should have done those two already, but no, no can do. Back to thinking! Okay, the freaking thing is as small as LostSoul. However, I would like it to inherit the qualities in the mass of Fire_Wall_Sphere as well as the size of Skull_Fog.

EDIT (25/02/2018):
-Actor flags complete. Will not +SKULLFLY nor any of its derivatives/variants. Will make the skull master look too stupid. Got too many of charging fuckers anyways.

EDIT (26/02/2018):
-Now, which is the best placement? DoomImp to mix in with the succubus (classic roading style; lore-wise [hardly, but okay], but gameplay balance might suffer), LostSoul as homage (will conflict with hork spawns though), or Cacodemon as a heavier aerial unit (can work stat-wise).
-Just getting around the actor properties, but am writing up description and thinking up arranging monster ideas. I think I should put that red bubble thing as the new sprite set of the glass ball sphere, should the bubble sprite set don't match up. The rhinoman can at least fire off at a wide buckshot of plenty FireStormEmitters. Am not sure of the effects to go along with it, but I am tending towards a classic fireworks show than a lingering Blood_Star variant with a set random duration. And if someone gives a damn about how safe wood crates are, it's coated with anti-flammable paint or something like that, it's magical. That's all you have to know!

EDIT (27/02/2018):
-Cacodemon demon role is it! Given the matter of threat level, it should be in higher queue. I just fixed up the current actor properties build and some real life cold crushies versus time. *roll eyes*. I will get to actor properties scan procedure, just to see if anything needs to be done. Over and out. Cold shit, bro; cold shit.

EDIT (28/02/2018):
-Actor properties scan completed. Now, will start on the code soon. Loosely based off of Fire_Wall_Sphere. However, I plan to couple it side by side with the Psych_Orb. I think there might be problems regarding infighting or just friendly fire. Different demon lords, oh well.

EDIT (01/03/2018):
-It's been three days already? Holy hell. Well, finally decided on the BloodType. Skull_Master_Smog that is! Can now decide on what damage/duration value. Longer to fizz out for sure (2, just long enough, but short enough to kill; skull can't continuously breath smog despite its simultaneous strafe-fire; if a stream of smog hits before the timer is up, this is a good catalyst for a chain-reaction). Might make damage as 2.
-Also am relying on Damned_Souls for actor jumping. Lich for smoke/smog emission.
-Currently working on RenderStyle, Radius/Height; I got the Spawn state done at least. Whatevers.

EDIT (03/03/2018):
-My host is fucking up on certain sections for some fucking reason. Fuck you.

EDIT (04/03/2018):
-It just been a day, but I made significant advances to create the attack behavior as relentless as mad afrits of old. Need to get the Pain, Death, and other actor states in gear. As well as placing this old fossil of evil in the Cacodemon's placement. Got a bit of bad luck like Satan really gets down on perceived obligated threat agents. Continued progress will be daunting.

I don't know if it's off-topic, but this got some Wolfenstein3D music deriving, lol. It's what I presumed when facing off a bunch of skull masters. link Quite good still.

-Whoa, it's been under a day, huh?
how loud the death/death_smog sounds should be? v
how long to delay right after death_smog ends? v
copy code to crush state. v
lich's smoke emission? v
conversations?
Cacodemon placement?

Well, I'm getting around done. I need to think up of witty conversations with a bit of Shakespearean skull. To be or not to be, that is the question. Generator will probably be the name like Cacodemon_Replacement_Unit_Generator. Host operational, hope that things pan out right.

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Wed Feb 14, 2018 1:57 am
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v50
v51+: SKULL MASTER!
-Skull master, a damned demon skull whose soul got its skeleton body, forever to burn and burn and burn. Is now here this release. Can be found at Cacodemon role replacement. Screenshots and information still pending. Download is currently available. Hopefully, I don't have to do anymore fixes cuz I did quite a bit of singular testing with this one! Quite the bitching monster and am satisfied with the current build. Will fix sprite name ordering later, maybe in next release? lol
-baaldeathghostie01_bmp is in session; Regurgitator would be after. I think I might add in pinhead, diablo, and baal into the mix. They look quite good enough (and I am running out of monster/hazard ideas to cover the potential projectiles). This new monster addition proposal will definitely take a while and so will the baalface. No leaper, too ugly and too small (also a bit unimpressive in presentation) and it got a little tail that too dicks.

EDIT (08/03/2018):
-This ain't the baalface changelog just yet. This about the newer monster proposals.
So far, I have about three official monsters in order. However, I have some projectiles (firestorm emitter, [red glowing] crystal ball, lava boulder, and golden happy skull) left. The emitter is already a projectile of various results. Was about to make a golden happy skull monster to spit fireworks, but too small. Rhinoman does that. Red glowing crystal ball cannot be placed yet on the current work order; doesn't make sense. However, that bubble monster still might have a use. Crystal ball can also be either monster or item. That boulder can be spit by the worm man or rhinoman. However, its hot properties might be too much for the box, I mean whose box hold hot rocks as normal? Worm man can spit acidic shit, but this attack will change from the hork spawn vomit to poison bomb variety. I was thinking to make the skull either a monster, projectile, item (looks too evil though), or hazard/prop. Only one STATIC image though. Maybe it can be a item/genie lamp. Not exactly a lamp, but can be sentient or not. Awesome.

Now, that's just junk. I did mention pinhead, diablo, and baal. Diablo is definitely fire and looks better than the fire golem. Still, hate too much horns despite justification for unique look. Can throw those damn rocks. Baal is quite jolly, can use the red magical ball (maybe spawn spheres [ball pun], gaming will get too hard). Is also aesthetically unappealing. Pinhead, might throw a rock or something; maybe the lava boulder can work. Lava sweat, lol. That rolling boulder sure looks too good to pass up!

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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v51
Ok, I'm back on the baalghostieface; for reals. However, I can't decide on a perfect name. I first was thinking to use jann cuz it's like a snake and spirit thingie. However, I don't think that D&D (as common gimmicks/diversion standard) sees jann as some spirit snake thingie. They just clump the name as genie, and that usually how the West commonly sees Arabic demons regardless of knowledge of cultural stereotyping. I was pretty dismayed, but I remember that I thought of mystical Arabic creatures as either genies or carpets when I was young. Even if the genie was evil, they are still just evil genies. Turns out that they are called afrits. There's also ghouls, furries, and things like that. Of course, there's the Satan in the orthodox teachings, but I won't thread too far off-topic.

However, we are talking about a ghostly head! Something that flies and is non-corporeal. I did tried flying head, but that's solid and fucking hairy. Jann is considered the least harmful and primitive. D&D definition state that they are primitive like the elements of nature, neutral in alignment, and are humanoid in form. Can also wield a scimitar or bow. Jann as a monster doesn't sound imposing compared to what I had in store for design. Skip that. After thinking about this snake definition, I know that the baalface is like a snake so I researched and eventually found the word naga. Nagas are like giant magical snake familiars associated with deities. Still, just a snake in form format. The D&D definition is much more I can inclined for. Snake-like creatures with human heads. Now, to some depictions, it's more like a mermaid. Half human, half snake. For our concern, both human and snake depictions is good enough (yuan-ti don't have definite human phenotypes). Although the characteristics of the Ha-Naga can be conflicting, the flight abilities fit perfecting in what I had in mind. There's spirit naga, but they don't even fly nor hide!

Winding down, it's something naga. I also researched a Naga the White Serpent reference (nice aesthetics revamp). Yes, I won't name exactly after this fictional character. Maybe something like "Ha-Naga's Familiar". Okay, technically we are talking about strictly a flying head. There's hardly anything snake-like about our ghost head friend. Only of its essence trailing after gives its snake-like appearance. Filing this monster as a demon would be out of the question (we had already define as definitely ghost). Back tracking onto the monster Baal, I guess I can use the word, "effigy". Effigy technically means copy and I would rather not have no origin to copy from! Okay, it's technically a ghost due to its tendency to fly around, become invisible, become non-corporeal, and things like that. I'll make sure that at least monsters and players can walk through this dude. Energy drain be its attack. The name would have to be spectre head. Got a brain so lawful evil would work. Sounds perfect.

EDIT (11/03/2018):
-Got the sprite graph coordination complete. Got enough of sound definition list done. We speeding up soon. Now, I will get into gear on the Cacodemon base. Sounds stellar.
-Didn't I mention before about screenshots and information update? My apologies.

EDIT (17/03/2018):
-It's been a while, huh? I have been on a collection hunt and it's quite enduring. Once I am done, I am sure that my normal levels will clock back up. I just found some more potential visual novel assets and whoope doop. Not that I would start up on the project any time soon, but it's definitely prepared and ready to go. That's why I am relieved, but not in that kind of way! Hope to get this done as fast as possible.

EDIT (18/03/2018):
-Back onto it, my friend. Finished both the actor flags and properties. Onto the behavior section, this will get hairy. And the screenshots/info about the skull master is complete.
-And too fast onto the Missile instances! I will step back and test my currently revised code drafts.
-Okay, am somewhat satisfied with the size and see movement speed. Didn't check idle speed just yet. Working on the Concussion_Blast! Grinding down the actor flags/properties. Then, checking surface area of radius damage in how large. I'll time the tics so I can make a terminate sound in the Concussion_Blast_Target_Radius. Whew!

EDIT (20/03/2018):
-Got the concussion blast done. Actually important milestone despite the fact it's a few words in a sentence. Am getting a readily referenced A_ChangeVelocity shift during Missile state read. Reference project prepared. After that, invisibility where?
-Didn't forget about the pain, death, and conversation actor states. Where to put the monster should come last, but most likely in Cacodemon role. Testing this unstable monster too, I don't think there's enough accuracy, but it's a ghostiefag anyways. You'll see.

EDIT (21/03/2018):
-Okay, got the velocity thing going as far it is currently tested. Hopefully it works out. Will resume onto actor states, then apply invisibility/visibility somewhere. So far, it is quite bitching in the damage department. So lethal that sight is required for balance. The dodge behavior ain't as stellar (quite cripply) so that's why I put in the invisibility.

EDIT (22/03/2018):
-Fixed the velocity change as turning A_FaceTarget first to effectively reroute around the target. Pretty evil, more evil than the Skull_Master. You have to fucking aim fast and hard to whip this ghost shit to nothing. Got the Pain state done too in the similar fashion. Getting onto the Death state. Probably like spawning concussion blasts one tic by one tic until the end of the death sound. I do like the tremor action like something psychokinetic as shit like that. Might also mix the suicidal kamikaze dive as well. Will get to invisible code before conversation states.

EDIT (24/03/2018):
-Got the death state going on. Need to spawn coordinate variability of target radius in death state. Might add in tremors or suicidal kamikaze. Conversation and invisible code to be done. Good nite yall.
-Got the tremors and suicidal kamikaze implemented! The widening variability ain't as lethal despite its wide spread and range. Need to think about the invisible code for a bit (includes concussion blast sprite transition). Conversation code and role placement last.
-Finally got the thing done, but unfortunately some people who suck dicks, got a little too surveillance outside individual rights! I'm going through legal issues with fucking censors. These motherfuckers can get the fuck out of rights and freedom land! Prison ought to do it, where your unfree mind and soul can get fucking comfortable in iron solitude. Ported my site to a more solid host, where I don't accidentally delete shit. I think I'm missing some things (random images? okay, more like iconic images like stay^2 dprk, lolz), but it's not a top priority. Missing some rl shit to do too; update of notification required, whoops!

EDIT (25/03/2018):
-Still waiting on what's the hold up. It seems that this hold is making me to resume other projects? Maybe. I have moved away from my old site host, I believe there would be problems since I take for granted in the online copy backup (none existed there). I accidentally deleted one of my unimportant folders, but maybe some files still have a use somewhere. Damn that box interface for lack of navigation. There was no safety lock either. Come to think of it, maybe starting offline copies is a good exercise.

_________________
_
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
https://en.wikipedia.org/wiki/File:ChoSh.jpg, resident alien generation? Wow!
_
Regurgitator monster to be resumed
whatissk/moonie/washingtontimes=anti-armistice nazi instigator-usurper/tyherantno parasite/censorship/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' mein kampf machine/kal_flight_007 self-victimization
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Sun Mar 11, 2018 1:57 am
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
v52+: Spectre Head Demon/Ghost Busting!
-Some magick shit gonna try to stop meee! You can't, motherfucka, you can't! You can eat my dickkk! You can eat my dickkk! Whoa! Wassup now, bitch! Eat it, bitch, eat it!
-Okay, I think, I think; I calm down. Okay, muthafucka psychic ghost shit trying to rain down on your ass. This, actually, one of the motherfucking monstas that will have your ass screwed royally. In english, you fucking die.
-Basically, the ghostie head phases in and out and lays down concussion blasts around you in a possible cycle. Gets fidgety during attack. Getting close to phases is harmful. Killing this muthafucka will have it ghost chasing your ass with concussion blasts all around it. Now, that's a evil ass ghost rite there (technically not one as it can project energy at a distance and fly as well as float)! You can find this slick devil on the Cacodemon role, but it's a probability roll; just summon Spectre_Head and see it try to kill you off. 0% Satisfaction and gratification guaranteed! Hahaha...
-Up next, after some diversion break, Regurgitator, or the worm man barfing up those fucking hork spawns or something like that, lol. *VOMITS*
-Okay, I know, these last revisions hadn't drastically change anything from the get go. However, it's bringing up as much variability as much so the experience and tactics won't get too stale. I will probably find a genie lamp thingie and maybe a restricted change will make it more authentic in cultural horrors while keeping it fair.
-I also want to say that I don't think I could really switch between projects as the focus is way too different. Maybe if I slow my pace a bit, but progress will slow down!

_________________
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https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
https://en.wikipedia.org/wiki/File:ChoSh.jpg, resident alien generation? Wow!
_
Regurgitator monster to be resumed
whatissk/moonie/washingtontimes=anti-armistice nazi instigator-usurper/tyherantno parasite/censorship/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' mein kampf machine/kal_flight_007 self-victimization
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Sun Mar 25, 2018 10:24 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
Okay, I wasted time with a smart/mobile phone online game. I think it's quite good for trying to be the best in the rpg category. Tried it on a bigger client equipment though, still lags because of my unwise indecisions, lol. I believe that it's a game not for kids despite the fact it's a final fantasy revampishness, looks definitely better despite graphics resource requirement being extensive, lol (ff ain't really for baby kids [early pokemon titles] though so yeah...). I wouldn't mind preloading, but more importantly, wished that I could get nab onto some of those media assets. Definitely more than I could imagine. Oh well, it's someone's call anyways.

Technical talk aside, I found some in game things that might be a pet peeve. I think allowing the loaning of other's summon assistance makes the game too easy. However, I do enjoy the benefit of getting some rupies on the side. Good if I don't play for a long time, you get something at least. Draw chance for gains probably too numerous for my taste. Maybe it's like having superb items rain on me once in a while and I'm too used to the drill and grill of roguelikes. No more random monster encounters? Come on, it's fucking good shit, at least per (world/town) click? The combat relies on quest modules, which is okay to me since at least you get your turn rpg combat steam going. You might want to click skip for reruns if you want. Worst spoils than the summon loans or draw item abundance, would be the extra weapons equipment stacking. It's like the ultimate cheat. All you have to do is to equip as much according to the hitpoints and damage rating value. If I could equipment quite a plenty, maybe certain restrictions or have equipment effect so it's not always a simple numbers game? I probably wouldn't mind if the restriction on the three cheats go implemented. That way, I would have probably a more fun time thinking about the frontlines, relying in emphasis of spells, items, equipment switches, and summons. Probably off-topic, I wouldn't mind if the summons became a part of the party rather than being a magic move/attack. I feel the beastmaster/druid/nature in me.

Anyways, I think I'm done until I want a monumental challenge in turn-based rpg front line combat. It's an online game and yes, superior quality needs superior requirements, especially if you deck it out. Okay, now it's back to worm man time after a few days break? Okay... lol.

EDIT (29/03/2018):
-Okay, other than rl aside, it's hell picking up the worm man. Just got thru renaming the sprite image files. Still need to do graphic coordination, audio sound list definition, and coding based on the thorned hulk. Sounds like a ready plan. Might move the thorn hulk to future wide tree actors (thorn creeper added to thin tree actors). Will leave the festering appendages to the thorn creeper nest. Rhino man or siege beast will completely replace Arachnotron role for making the game much easier to contend with than having everything raising and running in circles while losing ammo until you reach the center for cells and cell packs, risking danger on map07 (you really need to know how to use your ammo for the right situation).

EDIT (01/04/2018):
-April Fools. Okay guys, that game is full of worthless game currency. The most demanded ones is obviously more inclined for purchase or you literally have to wait it out. Rupies can be aimless as free when it comes to bingo/draw/gamble. Other useful currencies will have to be fought in certain hard battles (coop is a rupies battle, it's coop anyways).
-Anywho, I'm sick and tired of the newb models. I am back. I did work on the graph base coordination though. True progress at the least.
-And there's a bit of mishap in the color pixel definition. Very dismaying. WILL EDIT AND RECORD AFTER GRAPH COORDINATION. Nevertheless, I am committed to press to the issue. The matter of quality is necessary.
-Ah! Fucking spider! Bitch ass spider got fucking whacked, motherfucker! I'm gonna take a break from the sprite editing, since it's probably the whole fucking thing. Not as hard as d1 succubus, but can get repetitive. BREAK!

EDIT (05/04/2018):
-Aw shit. I think I have to get rolling with the sales event for that damn thing. Will siphon a bit of time, sorry about that. I am getting up to a few angles done per day though. See you later.

EDIT (05/04/2018):
-Damn, that Maskim Xul wad is some fucked up lovecraftian shit! Playing with the combos so it's fucking hell! Might diablo it laters! Holy shit! Next map in test is the DARK UNIVERSE-part 1; sci-fi Marathon like horror. Also, need to check on that rpg thingie, zzz.

EDIT (11/04/2018):
-Both wads incompatible or unplayable. Oh well. It's hard getting thru the spriting.

EDIT (14/04/2018):
-The stranger map has potential for keeps.
-Oh yeah, I probably did about 2/3 angles; lots of pain while getting the pixels working right. OW!

EDIT (16/04/2018):
-Getting 30 mins rest for each angle work, fuck! Better not hurt myself. It's been a while since I did extensive spriting like for the entire set!
-Damn, that browser, I mean, mobile, game, was quite the toughest girl game I ever experienced! It was tough! I'm barely utilizing all out maximum exp allocations. I just focused on one summon and character, but didn't know of another simultaneous method. You know, I might make a doom tc based on the themes of this game; however, it's not going to be my average basis though.

EDIT (17/04/2018):
-My machine is running hard as of now than it is already is. Need to copy up stuff. Need printer paper and ink to print ascii codes. Might peruse old/new machine. Gosh.

EDIT (10/05/2018):
-Online gaming craze in me calmed down. Back to spiriting. Sorry about the long ass wait, but at least you can see that I can do some mapping during the long fucking break. Hell, I might advertise the fucking thing on the public archives! Need to get the right text. What to write?

EDIT (12/05/2018):
-Sorry, I tired. Just went through a bit of hardware/software changes. Nothing to do but to rest for today. Actually, I skimmed and brute test through of of my other projects. Almost why I picked it up again. Oh, was rushing too fast for the vn. Tons of crap awaiting for me. I ought to slow down.

EDIT (13/05/2018):
-Hello, I am on angle 7 of the poseur pose gesture. Halfway through! Sheesh! Damn, fucking spriting can be a drag.
-Oh yeah, playing some Beatles. Sounds like a good old cynical like hippie depression. "That's, what, I want!", "I'm a loser!", "He's a real nowhere man,", "There's one for you, nineteen for me!", "Your day breaks, your mind makes", "Penny Lane is in my ears and my eyes", "I would like to be, under the sea,", "They going to crucify me!"
Also got some instrumentals (or not!) that can work for manga, slideshows, this project, and maybe that vn project as well.

EDIT (16/05/2018):
-Away from the Beatles, I am getting a few frames. Oh yeah, foot pixels!!!

EDIT (17/05/2018):
-Foot pixels done. Now, the last angle for the weekend? End of stupid gesture animation.

EDIT (19/05/2018):
-Took my sweet time today. Rather spend a bit on online gaming. I don't usually do that, but it's better than the other offline games I have in store or something like that. Sorry. Hey, it's hard do this extensive spiriting shit! It's hard! Man, I need to get that zulu movie. I hear it's a interesting social commentary/documentary as well.

EDIT (20/05/2018):
-Well, I tried to get it rolling. However, eye-to-hand coordination got my posture to a hurting halt. Sorry everybody, but that's the norm. I have to take breaks!

EDIT (22/05/2018):
-Pixel bit not smoothing the head. Problem to come.

EDIT (23/05/2018):
-Good news, earthlings! The angle is complete, but save for the extra pixel bit on the head. Will get done over weekend and start next animation set.

EDIT (27/05/2018):
-So much for time, walking animation is next and it's fucking hell! Need, sleep.

EDIT (28/05/2018):
-I can make pixel soft on those sharp shoulder pointers/tips after the general angle 0 work. For the sliminess look. Ergonomic adjustments a bit too close to ma face!
-The original fortune plango vulnera got the slowing down right. Least the day off got me some merit?

EDIT (30/05/2018):
-Got the front angle of the walking animation done. So far, it wasn't as hard as the idle animation. Feeling a bit confidant. Oh yeah, there's a Diablo RPG Doom that doesn't have the sprite edit assets done due to unusable files, whatevers. I guess the online game is slowing down for me. I got tired. Will boost up the muzzies like olde times. Maybe some more roguelikes? Oh well.
-Some people mentioned Medieva/Domina for my true map project, but I have yet to draft just fictional literature. I do have pinpoint my visual novel sample or even the SAW event as an excellent start and a true event of my mapping capabilities. Just a scenario will do for now. However, it's a long time since then.

EDIT (02/06/2018):
-Second angle, have to shave pixels around the finer joints after general cropping.
-Guess what again, dudes? Fraud alert time!

EDIT (03/06/2018):
-Well, tested my zombie test with my slightly adjusted unreal tournament edit of a mod. My zombies are fucking me! :)
-I guess I'm back to me wasting time by dooming again? I guess I am going relatively normal in online games or something like that? Back then, it was roguelike, did wanted to make a game of that before I got to doomin'. And I still need to play some shit, something or I just tap out of modding, fuck! Spriting is just another weight hanged onto gaming or something like that. Come to think of it, the d1 succubus is the last time; that's been a while, fuck!!!
-I guess I have a bit of busy busy? Well, got other budget stuff to do than politik drama. I try not to sweat. Damn, just, fuck voting. Least it's voting on mainly candidates and puppets. Hey, it's fucking summer too. Hey, where's my lunch at, bitch?

EDIT (10/06/2018):
-The seventh day, okay. So I have been slacking off the project. Usually, I expect myself to keep at it. However, it's spriting and summer changes. Anways, I got lazy and shit like that. Nevertheless, I managed to get some cool main character class outfits. In the middle of acquiring tier 2. Kind of awesome, since I still need to cover the more exhaustive tier 3! Tier 4 got far stretched requirements other than points and time. Well, I guess this is the breaking point to get back to the project after all.

EDIT (11/06/2018):
-Damn, I should probably mud more often! It's more fantasy inspired than our fellow movies just look cool jrpg thingie. Gosh! It's truly been a fucking while! On the other hand, that jrpg is good to pass the time with simplicity for users. Good for causal players, although I don't think I'm that. Do miss the hardcore investment of entertainment despite its complexities. Maybe, even roguelikes or even some fantasy strategy games will do too (Wesnoth, but that game does break down at times!).
-Did I mentioned finer points? Nevermind about that. I'll clean it through. I only postpone if I have absolutely no idea. Otherwise, I still do a last summary check up anyways. As for the eyes, I'll leave alone since both are like diamonds anyways. Makes the regur looks weird like aqua frog weird, cool. Damn, spriting these sprites are like check up animation!

EDIT (14/06/2018):
-Sorry my friends, I have been postponing my work for a bit. It's been quite a busy schedule and I guess I better take the summer off? Whoa, that sucks. Sorry about that dudes. Off time is being used for checking up appointments and things like that. Also, I am doing an investment focus on that stupid game. Getting too serious about it, but I am slowing down due to upper limits.

EDIT (17/06/2018):
-Finger bust due to that clicky mobile game. Trying to rush things to get more images. Leaves me to modding for less finger work. Just made a time scale estimate of the freaking spriting process. Probably as close as my animilation monsters or succubus spriting phase. We talking about three to eight months? I can probably do an angle in one or two weeks. That's one or two months to get all angles of animation subset done. Multiply that with idle, walk, gesture, attack, pain, and death, that's probably eight months total. Unless I can pick up the pace in angle completion, I see no speeding up. No drug nor stimulant can hold me for that long anyways. I'll break down and snooze like vacation. Defining obstacles, this time it's small size dimension, but I have to do zooms and animation transition. Okay, it looks easier than the succubus because I have to base off a already sprited copy to trace memory over. This time, I have to do this on my own intuition. Wish me speed and success.
-If that's too depressing, I'll lighten it up by switching gears to another project once in a while.
-THEN AGAIN, YOU KNOW WHAT? FUCK THE SPRITING CONSISTENCY PROCESS! I'M GOING TO START UP THE SOUND DEFINITION TEST AND DECORATE IMPLEMENTATION AS WELL! MIGHT AS WELL TEST THE NEW SPRITE EDITS ANYWAYS!

_________________
_
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
https://en.wikipedia.org/wiki/File:ChoSh.jpg, resident alien generation? Wow!
_
Regurgitator monster to be resumed
whatissk/moonie/washingtontimes=anti-armistice nazi instigator-usurper/tyherantno parasite/censorship/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' mein kampf machine/kal_flight_007 self-victimization
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Fraud Alert Renewal Month: 03, 06, 09, and 12
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Tue Mar 27, 2018 11:52 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
It's been too long to get things done, maybe I am fucking tired. Got RTC-3057 edit accessible. The vn assets is uploaded. Also, I think I am clocking down from the game. I guess I am getting back to the project. Problem is that I get less joint angle positions by playing/modding doom. Too much pain sore risk! Guess I have to put it on a weekend thing? lol

EDIT (03/07/2018):
-I tried to get the color swap going, but their transition really really sucks! Oh well.

_________________
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https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
https://en.wikipedia.org/wiki/File:ChoSh.jpg, resident alien generation? Wow!
_
Regurgitator monster to be resumed
whatissk/moonie/washingtontimes=anti-armistice nazi instigator-usurper/tyherantno parasite/censorship/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' mein kampf machine/kal_flight_007 self-victimization
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Tue Jul 03, 2018 12:17 am
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
Damn, that game's can be fucking good for a lazing farming, but don't get the habit like this faggot! Still, pretty good at times. Sometimes, I got to stop stress.

Okay, I fiddled with the ally project, and it's pretty fucked up and incomplete. Luckily for my fucking ass, I managed to get the valid copy with the main line. Ripped it from there and voila! Damn, fucking sorry for slacking off! I really thought I got it done. Must been through my comp meltdown transition! FUCK!

I assure you, it's the ultimate bug spray evar (all of assassin's attack error fixed)!

READY, HOPEFULLY, NO ERRORS?

EDIT (21/07/2018):
-I just played the REKKR tc. Looks like a old doom clone gone defunct, oh well. Nevertheless, it sucks in some ways and my allies project did a bit to improve against the odds, lol. Maybe nordic enough, but I don't feel it somehow. Pisses me a bit to start up the project mewing. Maybe enough to forget about rpg grinding.

EDIT (22/07/2018):
-How's long it been? Several weeks? Okay, I finished up an angle, checking back and sprucing up pixel details. I still got a bit to do to complete the walking animation. The attack animation will be the monumental challenge. Things should calm down a bit afterwards. Hoping that I can get this done with absentminded vigor as the task is quite daunting with its needs to zoom in/out and frame by frame. Once again, I apologize for the delay. In the meantime, I'll try to ring up other things if possible. Spriting operation can take up budget.

EDIT (23/07/2018):
-Just finished grinding that stupid requirement. God, it took like almost forevers! Glad I am not a heavy event participant either. Now, I am snoozing off from that rpg shit. The next rpg step is a gamble so it's not like I need to stack up in the shortest amount of time possible. Okay, there's a way to get guarantee, but it will take a long time since I need 100% success per level upgrade anyways. I'm not feeling the rush, now am I?
-Tis a good time to start up the spriting more often. Still, summer is hell, see ya laters.

_________________
_
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
https://en.wikipedia.org/wiki/File:ChoSh.jpg, resident alien generation? Wow!
_
Regurgitator monster to be resumed
whatissk/moonie/washingtontimes=anti-armistice nazi instigator-usurper/tyherantno parasite/censorship/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' mein kampf machine/kal_flight_007 self-victimization
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Sat Jul 14, 2018 12:18 am
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
It's autumn, alright, back to spriting... Pfhor can wait for at least have the music part done. As for that dormant quarantine project, I might just make drivebying ally cars. I got that green pickup truck ready to go. Real reason is that I just build enough car music so yeah, zzz.

_________________
_
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
https://en.wikipedia.org/wiki/File:ChoSh.jpg, resident alien generation? Wow!
_
Regurgitator monster to be resumed
whatissk/moonie/washingtontimes=anti-armistice nazi instigator-usurper/tyherantno parasite/censorship/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' mein kampf machine/kal_flight_007 self-victimization
nsfw
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Fraud Alert Renewal Month: 03, 06, 09, and 12
My ZDoom mods
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Metal tracking mods
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https://archive.org/download/for_jihad_monsters/Lightning%20Exclusive%20Nasheed%20By%20Ahmad%20Al-Muqit.mp3


Sat Sep 08, 2018 12:45 am
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
Got the pfhorness done. I can't say that the quarantine will be successful even if completely implemented. Don't want loose chainguns, don't we?

I just thought that maybe in the far future, maybe mapping after Diablo or all the fantasy monsters, I will build a tc involving big bad demons that symbolizes usurpers and warmongers. Technically, the two terminologies are branches of temptation, but still quite creative. Seduction? In that perspective? Wouldn't look into it as I am looking more into words defining true adversaries. Speaking of adversaries, I fucked up the d halo! When, I did have to resort to revive rotation and I nearly lost a couple of times! Too bad I got bad luck on loot. Oh well, back to spriting... I guess.

EDIT (11/11/2018):
-I have been postponing for a while due to certain event tidbits and things like that. It's usually I farm for reward weapons because of that very achievement and unique specialty. However, I have been lacking a farm for special currencies, one that will help out in weapon upgrades. I usually do that if there is no event at hand, particularly ones I feel I need no commitment in. That's when I decided to upgrade the battle and boy do I suck on solo! SHIT! However, I am able to get a dent on the challenge and climb through the currency hell to reach the periodic goal in time without much loss. My characters, they suck dick! Maybe that's why most players decide to jump the elemental weakness for victory efficiency. And most of them are already at a higher par in rank upgrades! Well, fuck them. I hate managing shit on a micro scale! Hell, at least I can kick ass on non-elemental challenges. The miserable cast down made me reconsider playing this game on a ratio. At least a challenge per day, lol. I don't mind farm for a bit as my characters are sucky in some stat departments. I mean, 7000 estimate in all/wave range charge attack? Fuck. These guys know how to rack up the challenge to the bravado. I guess I'll resume my little farming and do the currency battles on free time. It's just that I have probably several events to race as well. I'm going to admit, I rather get currency and reward weapons since I can't predict event loot worth anyways.
-After I get my loot efficiency priorities (some bounties per specific monster battle, work up a bit on events to eventually get the least on gamble/upgrade material, and some tough currency battles during my freer time) worked out, I should be should and breathing free. A bit of rl before I resume my slug beast walking by back angle.

Why I get dragged into this? Well, you know, it's my way to escape from the monotonous grind, but it's ironic that I am grinding for fun than grinding for hobby? Technically, the hobby is more like fun, but very postponed/delayed. You know what's the funny thing? This game is like a handheld, which works in that way too! However, it manages to be efficient in quality media, casual game session range, committed/focused game session range, and things like that.

EDIT (19/11/2018):
-Okay, back on spriting. The angle 5 is obviously a bit easy, just a trim on the outlier. Everything usual is on working order. On angle 6. For the attack animation, only four frames to get the perspective of 3d right (also more versatile in behaviour of attacks). Can't say for pain and death.
-I might replace the thorned_hulk with the regu, but I think that festering_appendages needs to be replaced for a easier time in map07, "Dead Simple". When I get that replacement done, to spice things up in map07, I might make the hulk to either likely repeat after first attack or squeeze in a burst fire (or buck shot). Maybe, it can mix up attacks! Maybe a bit too hard (and probably out of ent style) since you are facing off four of these fuckers and I must assume w/o ally assistance. YOU KNOW WHAT I WAS THINKING? MAKE THE REGU AS A UNDEAD RESURRECTING MONSTER TOO (USES FIRST ATTACK ANIMATION) ! NOW WHAT, BITCH? NOT SURE IF IT SHOULD RAISE ITS OWN CLASS, BEING ZOMBIE/ABOMINATION UNDEAD AND ALL (IT CAN FUCKING HEAL THOUGH!)...

EDIT (27/11/2018):
-I'm drying out in the mmo thing. Basic grind here and there. Would be working on getting rewards and things like that. 9k is a long time, huh? I should be upgrading weapons and ranking up characters. Seriously, those damn potion things must be how players get through?
Anyways, I miss doom and I miss modding my diablo monsters! So yeah, I am touching up the 6th angle of the walk animation. I should be rounding the animation up soon within a couple of weeks. However, today, is not free time day. Thank you for your patience and consideration.
NOOBSONGS!
https://archive.org/download/two_specif ... _intro.ogg
https://archive.org/download/two_specif ... /G-LMO.mp3
https://archive.org/download/two_specif ... _Death.mp3

EDIT (02/12/2018):
-I got the 6th angle done. Onto the 7th. Thought I was too fucking lazy to get it done!
-Also, I believe that some tamers would rather leave out the corrupted rogues. I admit that I would rather have the death theme more incurring, but there are some female dead gore for that sense of sensationalist purpose. Will certainly put a fucking bunch of corpses if I ever got to a sample map. I might replace the corrupted rogues with something else. I mean, they look much sensible without that flowing hair. Wonder what low tier monster to use? Zombies that spit blood? Maybe a warping generator to summon zombies outside the players sight? They be too easy then.

EDIT (09/12/2018):
-Just got free time again, but I splurged a bit. It's been a while! Least I got halfway thru angle 7.

EDIT (13/12/2018):
-Realized why I don't sweat out the projects too often. I get some back and joint problems if I don't lax it enough. The toll, but yeah, I got it, I think.

EDIT (20/12/2018):
-Just want to say that I was procrastinating with that mmo thing. Until I realize that the network line seems to suffer from videos versus games (and maybe technology protocol). One thing for sure, the internet was made for manga things, and the most manga of mangas will surely prevail (I'm counting on the gaming/fishing/sporting department [we all know that the video size will always be sucky]). Even if there is no internet, I say that a plenty of media investment (and intelligence) field will continue before anything goes down in its grave.
-I am rounding down on the angle 7. A few more frames. And then a zoom out perspective test. I feel that the tail needs some pixel trimming. Then, angle 3 and 7 opposite match test. Then, angle 8...
-Getting tired so yer.

EDIT (27/12/2018):
-Hello lads and lasses! Today is the day when I finished angle 7. Still, I have to review the animation run, then I make angle 3 and 7 match comparison for the matter of consistency. It was fucking hell, but I did it. Actually, I procrastinated, lol. Got a plenty of new snazzy characters to look into for the new year event. Right now, I'm settling down b/c I was done with a limited time event to boost up my other equipment. Fucking two days of hell. Things are leveling back up to optimum effect or something like that. Hey, there's 12 frames per angle. That took one week.

CHECK ONTO ANGLES DONE. MOVE TO ANGLE 8.

AIDS!

EDIT (07/01/2019):
-Damn, do I take a while, huh? Well, after the progress, I got sidetracked from my leisure or whatevers. Hey, it happens. It was a end-new-year special. Got tons of free shit, combined with my broughts, probably was a rip (although a premium is just that), but probably a one time thing. Heh, good product/service. Oh yeah, there was traffic so I mentioned vpn somewhere else earlier. Now had to fiddle with shit. Will take a while!
-In the mean time, will work with the last angle of lukan skywalker. I just got past the fucking holidays, ironically, I didn't put enough time on the project. Tis the occasion to be I said too much?
-What the fuck I do at this moment? I uploaded new addition of my vn asset resources. Quite excellent.

EDIT (15/01/2019):
-2 frames done. 8 eight more.

EDIT (19/01/2019):
-Nothing @ the moment. Week should been good, but fuck, it was cold and weird... Might pick up in the warm, or tomorrow. You know what they say, safety first or something like that.

EDIT (22/01/2019):
-In case you haven't heard from me, 5 mo frames till the angle is reviewed for final draft. Then, then, it will be the end of the walking process. So long, right? After that, the next two animation set is like in one's time length. Death animation? Maybe just the last straw.

EDIT (26/01/2019):
-I just done 2 frames within a few hours. 2 mo to go. After, composite match angle review. Hungry now... I believe I was supposed to get appointments down? Well, maybe when the cold subsides.

EDIT (02/02/2019):
-WALK/SEE ANIMATION COMPLETED! For the attack animation, only four frames to get the perspective of 3d right (also more versatile in behaviour of attacks). This edit includes the exclusion of the corpse eating due to very bad anatomy design as well as constricted image size dimension. Can't believe that was done despite a waste of time. Spawn A to See J. Can't say for pain and death.
-I might replace the thorned_hulk with the regu, but I think that festering_appendages needs to be replaced for a easier time in map07, "Dead Simple". When I get that replacement done, to spice things up in map07, I might make the hulk to either likely repeat after first attack or squeeze in a burst fire (or buck shot). Maybe, it can mix up attacks! Maybe a bit too hard (and probably out of ent style) since you are facing off four of these fuckers and I must assume w/o ally assistance. YOU KNOW WHAT I WAS THINKING? MAKE THE REGU AS A UNDEAD RESURRECTING MONSTER TOO (USES FIRST ATTACK ANIMATION) ! NOW WHAT, BITCH? NOT SURE IF IT SHOULD RAISE ITS OWN CLASS, BEING ZOMBIE/ABOMINATION UNDEAD AND ALL (IT CAN FUCKING HEAL THOUGH!)...

EDIT (03/02/2019):
-The attack animation might go fast. I think I'll amp up the pixel quality with blending colours. Looks a bit better. Usually, I leave alone though. Guess I'll leave it alone for render engine references. I'm sure that I got the succubus with blended colours too. Well, will do a slow Spawn state loop testing each set. Sounds assuring. ;)

EDIT (18/02/2019):
-Maybe not, I had the inclination and stroke of the bad luck. I got some health issues to deal with and there would be delays in addressing this time important period. Looking up shit and all. I swore I got a similar issue under control before! Well, it's time for a rip roar of a turn around!

EDIT (24/02/2019):
-Well, I had some fucking floors to clean, moving the fucking furniture for some fucking reason! I can't do shit. Can't even play today! Actually, I got some gaming issues to document and write down, but like I said, I might busted my ass over the fucking weekend, fuck.

EDIT (04/03/2019):
-Busted my ass moving furniture last weekend in the morn. Floor cleaning! It works on normal stains, whatevers! Been putting off the project due to possibility of added distress. Am on angle 4 now. Four more to go. Then, it's the same routine with the pain and death animation. Pretty hard. It's been almost a year, I should been more dedicated, but budget and all. The crank of rl has turned! It's hell man, it's hell. Sorry everybody, I would like to further extend the expanded lot of diablo monsters, with changes to enhanced game play for our novel needs. It's been a few years since I touch back onto my finished projects for improvement. I have been meaning to get other projects done, but this one is like my too-late-to-quit. It's also my base for all kinds of behaviours and functionalities. Will use design for the infinity engine (a.k.a. the fabled Dungeons & Dragons) monsters. If anyone wants to speak up for monster-to-ally conversion, that I can do with a bit of analytical consideration.

EDIT (02/04/2019):
-One month passed, and all I really got is some progress plus pig cop. I am afraid I have to completely postpone my spriting progress due to the necessary lean forth procedure to zoom in and stuff. My injury will worsen from the damaging pressure. It's zzz online manga shit for me until then!

EDIT (04/04/2019):
-If I get back to modding, it will probably be @ the weekends, where I have more time or something like that. Priorities, priorities. I feel like Picasso or Van Gogh!

EDIT (20/04/2019):
-I realize from a tip that I was supposed to be reclining, not sitting for recovery. Shit. I'm recovering, but I think I need to get in tune in better shape.

EDIT (13/06/2019):
-I think I can sit normally, but one of my leg is still busted, plus the hamstrings is pushing out the iron. Still can't run much though. Exhaustion! As of now, I believe that I don't have to strain my arms much while spriting anymore. But it's a first time anyways. Nearly 2 months passed!

Damn, I hope I don't end up like those doom fiddlers who tragically pass away or at least become too fucking disabled for life. Well, I didn't make a name for myself so I don't think I'll become the hunted from the fucking homosexual jealous people or something like that.

EDIT (18/06/2019):
-After two months of not modding or so, I think I am back to modding (@ least), but I hadn't done it in a super modding madness like I did a few years back (blame my new hobby, but it's something to do when I can't gripe over the desk or something like that). I think I'll hit about 1 frame per day until I reach the pain state in some angle I forgotten a bit. I'll try my best to get my modding gear back since I somewhat oiled up my mmo gear into a steady winning pace. Will check mmo for anything new or some plan/ideas/whatevers. Hey, what can I say? There's a sense of nostalgic when I zone out myself there.

_________________
_
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
https://en.wikipedia.org/wiki/File:ChoSh.jpg, resident alien generation? Wow!
_
Regurgitator monster to be resumed
whatissk/moonie/washingtontimes=anti-armistice nazi instigator-usurper/tyherantno parasite/censorship/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' mein kampf machine/kal_flight_007 self-victimization
nsfw
Spoiler: show
Fraud Alert Renewal Month: 03, 06, 09, and 12
My ZDoom mods
Viva Le Resistance! (threat: see ☠Image☠ below...)
Metal tracking mods
sfw
Spoiler: show
https://archive.org/download/for_jihad_monsters/Lightning%20Exclusive%20Nasheed%20By%20Ahmad%20Al-Muqit.mp3


Sat Nov 10, 2018 10:35 pm
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