LoneAlpha2401 Posted August 26, 2019 I need some sprites for my current project, ANOMALY. It's for a custom enemy/boss that can use any weapon and powerup the player can. Could anyone make these? Thanks! 0 Share this post Link to post
Dexiaz Posted August 26, 2019 Could you provide any link to your project? 0 Share this post Link to post
LoneAlpha2401 Posted August 26, 2019 The demo doesn't have the decorate code for the monster. I'm posting it here as it uses no custom assets currently. Actor EvilClone 30036 { Health 500 Radius 20 Height 56 Speed 12 PainChance 256 PainSound "*Pain50" DeathSound "*Death" Mass 100 Translation 2 MONSTER +FLOORCLIP +NORADIUSDMG +AVOIDMELEE +QUICKTORETALIATE Obituary "%o met %p match." States { Spawn: PLAY A 10 A_Look Loop See: PLAY AABBCCDD 2 A_Chase TNT1 A 0 A_jump(10,"FastSee") Loop FastSee: PLAY AABBCCDD 2 A_FastChase GoTo See Missile: TNT1 A 0 A_jump(255, "SawAttack", "SSGattack", "ChaingunAttack", "RocketAttack") GoTo See SawAttack: PLAY A 5 A_FaceTarget PLAY E 5 A_PlaySound("weapons/sawup") PLAY E 12 A_SkullAttack TNT1 A 0 A_jump(255,"Melee") GoTo FastSee Melee: PLAY E 2 A_FaceTarget PLAY E 2 A_CustomMeleeAttack(2, "weapons/sawhit") GoTo FastSee SSGattack: PLAY E 10 A_FaceTarget TNT1 A 0 A_PlaySound("weapons/sshotf") PLAY F 12 BRIGHT A_CustomBulletAttack(11.2, 7.1, 20, 3, "Bulletpuff") PLAY AABBCC 2 A_Wander TNT1 A 0 A_PlaySound("weapons/sshoto") PLAY DDAABB 2 A_Wander TNT1 A 0 A_PlaySound("weapons/sshotl") PLAY CCDDAA 2 A_Wander TNT1 A 0 A_PlaySound("weapons/sshotc") PLAY BBCC 2 A_Wander GoTo FastSee ChaingunAttack: PLAY E 8 A_FaceTarget TNT1 A 0 A_PlaySound("weapons/chngun") PLAY F 4 BRIGHT A_CPosAttack TNT1 A 0 A_FaceTarget TNT1 A 0 A_PlaySound("weapons/chngun") PLAY F 4 BRIGHT A_CPosAttack TNT1 A 0 A_FaceTarget TNT1 A 0 A_PlaySound("weapons/chngun") PLAY F 4 BRIGHT A_CPosAttack TNT1 A 0 A_FaceTarget TNT1 A 0 A_PlaySound("weapons/chngun") PLAY F 4 BRIGHT A_CPosAttack PLAY AABB 2 A_FastChase TNT1 A 0 A_FaceTarget TNT1 A 0 A_PlaySound("weapons/chngun") PLAY F 4 BRIGHT A_CPosAttack TNT1 A 0 A_FaceTarget TNT1 A 0 A_PlaySound("weapons/chngun") PLAY F 4 BRIGHT A_CPosAttack TNT1 A 0 A_FaceTarget TNT1 A 0 A_PlaySound("weapons/chngun") PLAY F 4 BRIGHT A_CPosAttack TNT1 A 0 A_FaceTarget TNT1 A 0 A_PlaySound("weapons/chngun") PLAY F 4 BRIGHT A_CPosAttack PLAY AABB 2 A_FastChase TNT1 A 0 A_FaceTarget TNT1 A 0 A_PlaySound("weapons/chngun") PLAY F 4 BRIGHT A_CPosAttack TNT1 A 0 A_FaceTarget TNT1 A 0 A_PlaySound("weapons/chngun") PLAY F 4 A_CPosAttack TNT1 A 0 A_FaceTarget TNT1 A 0 A_PlaySound("weapons/chngun") PLAY F 4 BRIGHT A_CPosAttack TNT1 A 0 A_FaceTarget TNT1 A 0 A_PlaySound("weapons/chngun") PLAY F 4 BRIGHT A_CPosAttack PLAY AABB 2 A_FastChase GoTo FastSee RocketAttack: PLAY E 8 A_FaceTarget PLAY F 8 BRIGHT A_CyberAttack PLAY AABBCCDD 2 A_FastChase PLAY E 8 A_FaceTarget PLAY F 8 BRIGHT A_CyberAttack GoTo FastSee Pain: TNT1 A 0 A_Pain PLAY GGG 2 A_FastChase GoTo FastSee Death: PLAY H 8 PLAY I 8 A_Scream PLAY J 8 A_NoBlocking PLAY K 8 PLAY L 6 PLAY M 5 PLAY N 5 PLAY N -1 Stop } } Hope this helps! 0 Share this post Link to post
Dexiaz Posted August 26, 2019 So it will look like a possessed marine? You could also use this: 1 Share this post Link to post
LoneAlpha2401 Posted August 26, 2019 Those would work, but I was hoping for something closer in design to the Marauder from Doom Eternal. 0 Share this post Link to post
LoneAlpha2401 Posted September 18, 2019 I've made a light edit of the possessed marine sprites and I'm happy with how it turned out. This is what I'll be using. 4 Share this post Link to post