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- > BTW, my friend Phil (he does all the rendered BSS artwork for our adverts &
- > packaging) is currently rendering some weapons for us. The chaingun is
- > almost finished I think...
-
- It would be cool to se the gun in place, just for the fun of it (hint, hint).
-
- :-)
-
- > > Realy cool, the I quess the monster do have to be in realtime to look
- > > good...
- >
- > The animation is excellent. When a knight charges towards you, he draws
- > his sword when he gets within about 10 feet, and runs past you swinging
- > it in a huge arc - cutting you in two. They are pretty scary. If you
- > blast them well enough, they fall to bits. If you clip them a few times,
- > they sort of fall over on their knees and crumple up into a ball. :)
- >
- > There are strange floating monsters with no legs (just a kind of stumpy
- > serpent's tail) which float around in the air, spitting yellow poison
- > and making horrible hissing, breathing noises. If you machine-gun them
- > with the nailgun, they suddenly die in mid-air, and just dop out of the
- > sky, head first - landing on their face with a loud thump!
- >
- > The zombies are ace, because shooting them will 'kill' them for about
- > 5 seconds. They just get up again and keep coming towards you. They
- > make a strange bone-snapping sound and throw something at you - it seems
- > like they are throwing bits of themselves as weapons? Anyway, you have
- > to blow them into small chunks if you want them to stop chasing you. :)
-
- I can't see why Bad Mood couldn't have baddies like this. :-)))
-
- But the question remains, are they calculated in realtime or are they 'plain'
- animations?
-
- Is there a limit in how many frames it could be in a animation in Bad Mood?
-
- Is there a possibility to add 'realtime' animated monsters like in Quake in
- BadMood? I guess not. :-)
-
- //Magnus Kollberg
-
-