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I was wondering if it is necessary for enemies to just fade away when they die. Are there other ways of making them die? Do they have to fade away or can they stay on the map? Could you have an extra set of sprites for when they die? What about when they are hit with a certain amount of dammage? Is there a way to make them flinch? Just curious, I don't want my monsters to fade away. I wan them to fall out and spill everywhere in a bloody mess and stay there as long as you are on the map. Can it be done without too much loss of memory and speed?
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I think that should be doable, I would like to see zombies fall back with there spirit leaving them leaving a pile of bones, or killing a ghost it would just blow away like mist. Yet for creatures like manticores, they would slump over in a pile when they die.
------------------ neee-wom!
Yeah! Exactly what I was thinking. One more question, could a certain type of monster have an event tied to it? Like everytime you killed a Grawl (something I made up) an even more hideous monster would emerge from it's sloppy remains. What about spells that affected the way a monster flinched. An ice spell that has a 25% chance of making the monster stop at whatever frmae it's at and turn pale gryeish blue? Or a fire spell that would actually make a monster ignite and burn until they fight it off or die? And maybe if they die from certain things, it'd have a different affect. Fire spell reduces enemy to a pile of ash or skeleton. Ice spell reduces target to shattered fragments of ice on the ground. You get my point.
When a monster dies, you can specify an event or set of events. This means you could set an animation of the monster falling over or whatever you like. I think this is right? Maybe confirmation from Beenox or moki?
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Events can be set when monsters die... can they be set when monsters are hit? You know, to create blood that will stick around for a bit, or to weaken the monster's attributes or even decrease the number of its limbs, change its graphic, its combat behavior...? Speaking of which, can an event be set when the PC is hit? I'm with Kereck when it comes to bloody messes and things.
myshkyn
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Originally posted by myshkyn: **Events can be set when monsters die... can they be set when monsters are hit? You know, to create blood that will stick around for a bit, or to weaken the monster's attributes or even decrease the number of its limbs, change its graphic, its combat behavior...? Speaking of which, can an event be set when the PC is hit? I'm with Kereck when it comes to bloody messes and things.
myshkyn **
Now that I think about it, I may have seen a pic of the day that had events tied to when the player lands a hit. I may have somehow mixed one or two or thirteen pics of the day and just made this up in my head but I'm pretty sure that it's possible. I was wondering if you'd have to make an event that would cause a monster to flinch or if there was already a sort of action in the set of natural monster sprites that was labeled flinch. Either way, I doubt that it's a big deal at all. I can't get enough of those bloody messes though. I must say that Diablo II was kinda over kill though. I hope no one's game is that blood and gore happy. I don't see how you can create that manually without feeling ackward about yourself. I'd get worried about my state of mind after animating an ugly slug eating another ugly slug after it had already been spilled all over the ground ina sloppy mess. You have to sometimes put a limit to the volume of blood that can be inside of a little pixie. I don't see how little mice and gerbals can make bloody explosions that exceede 2000Liters of organic "stuff." Anyway, I'm starting to type aimlessly and rant and rave about nothing. I think it's about time I stopped. Geeze, I type entirely too much. I need to shut up. I hope I don't talk like this.
(This message has been edited by Kireck L (edited 10-16-2001).)