QUOTE(Schwa @ Dec 3 2011, 03:01 PM)

Oh boy.

My very first
entirely scripted enemy. Entirely. I didn't even tack behaviors onto an existing one; these things are type "Other" in the Enemy Editor with every variable set to 0 except HP and Damage. Everything else is script defined.
What these guys do is randomly buzz around in random angular directions, randomly decide to attack you if you're close enough, run away in panic if they take damage from anything at all or you
even use your Sword or Slingshot close to them (but as you can see, you can land hits with the Slingshot by spamming several shots, even though they try to dodge they'll likely get nabbed by at least one of them), and they always come in groups like this.
Boy, was it hard getting the angular movement to behave itself.

Oh, and their shadows flicker; that's why they're in the second shot and not in the first. Also, that "11 damage" hit is a rare "lucky shot"; the Slingshot's Rupee attacks generally do 6 to 8 damage but have a very very low chance of doing as high as 15.
Also shown here, around the top of the screen, are "Dark Mountain Tiles". They aren't
just cosmetic effect... They stop projectiles of all kinds in their tracks, meaning you can't shoot your Slingshot across a wall of them to hit things on the other side. Not like that setup will be terribly common, though.

In some cases I'll put these in the middle of the screen as a handy bunker against projectile-heavy enemies, say, a Zora that can spit three Fireballs at once, and you're fighting four of them; the Dark Mountain Tiles will stop their shots as well as yours so you can hide behind something and wait for a good shot.

Forgive me for talking about my Quest so much in this thread! I know that's not really what it's for, so I'll tone it down a bit. Just had to share this because I was excited as heck.
Beautiful work there Schwa! Sounds like it'll be a very interesting enemy to encounter. Sounds pretty neat to me. Your design style on everything else though, is still very top-notch!

I've enjoyed all of the shots I've seen from this project. They just have a nice fresh feel to them.
QUOTE(Schwa @ Dec 3 2011, 04:22 PM)

Those are Rupees he's toting, actually. ^^ But yes, it's a spam weapon as well. Rupees are only one of the two ammo types it can fire.
Here, I'll show you! Took these screenshots a couple days ago.

The L or R button (depending on whether the Slingshot is in the B or the A slot) switches between Rupees and Sling-Stones, the latter of which is more limited in capacity, but flies faster, has a bigger hitbox, and deals approx. 2.2x the damage Rupees would do (if I remember right).
Nah, the Wooden Doll was a Walker type enemy set to fire "None" projectiles. Both its dagger-fling and its teleport/shruiken counterattack were behaviors defined in the Script, but it used the Walker-type enemy as a base.
I'm aiming to literally have every enemy in the game this time be "Other"-type, and script EVERYTHING, even its movement and
even graphics animation frames be script-defined, because this is going to be a 100% scripted Quest (and I give a shout-out to blue_knight for inspiring me to go that road; I was still deciding and then I looked at what he was doing with his ZII engine and that helped me decide).
The scripted graphics frames are also how I got the
Octoroks to have their own pose when they were hurt or stunned.
They're also the same method I used to make Felix's animations completely freeform, including the way he blinks his eyes when he's standing idle for a while.
Your work is still wonderful as usual. Sounds awesome that you are following what blue_knight has been doing. He's done a wonderful job on his work, and yours seems to be on the same track as his.