With a turning animation and some particle effects, this could be used as either a monster or a magic floating trap.
Nice find!
Fun visuals in the editor
Re: Fun visuals in the editor
Thanks. I'll let someone else handle animation and particles for now.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: Fun visuals in the editor
even just having them slide side ot side...
ooo we need thwomps!
ooo we need thwomps!
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Re: Fun visuals in the editor
Ahahaha
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: Fun visuals in the editor
yeah, just a simple turning and straight line movement would be welcome for them
Finished Dungeons - complete mods to play
Re: Fun visuals in the editor
I like the idea of a moving blockage, actually.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: Fun visuals in the editor
Monster idea: looks like a wall that moves - Hmm, I think I have an idea, does anyone have a model of some kind of spikes that can be placed on the wall, like demon head ?
0. start a timer
1. spawn a wall with spikes (so 2 assets, or just one model with spikes)
2. damage a tile in front of the wall
3. tick-tock
4. despawn wall with spikes
5. spawn a wall with spikes further into the corridor
Made that way doesn't require scripting custom meshes, animations, etc.
0. start a timer
1. spawn a wall with spikes (so 2 assets, or just one model with spikes)
2. damage a tile in front of the wall
3. tick-tock
4. despawn wall with spikes
5. spawn a wall with spikes further into the corridor
Made that way doesn't require scripting custom meshes, animations, etc.