The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Monstone
Se afișează 11-19 din 19 intrări
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Actualizare: 4 iun. 2021 @ 7:42

Monstone can now only summon himself in the mines, and increased his chances of spawning

Actualizare: 3 iun. 2021 @ 21:08

Monstone now finaly spawns naturaly in the mines, on the second floor for some reason, but He has a room and he acts like a boss now, So you can expirience the new monstone boss fight for yourself, :) i'm so glad of how this project has turned out, and i'm so happy with the result, thanks to everyone for the help with this new boss figh for repentance

Actualizare: 1 iun. 2021 @ 6:51

Monstone now spawns Cohort just before his death animation ends, which keeps the boss music going.

Monstone will now track his own red bomb. He will now change behaviour as soon as his bomb is picked up by Isaac, rather than after any red bomb explodes.

When there are multiple Monstone's in a room, they no longer share friction or markov chains (which effect red bomb spawning).

Got Started on the New Rooms

Actualizare: 1 iun. 2021 @ 6:51

Monstone now spawns Cohort just before his death animation ends, which keeps the boss music going.

Monstone will now track his own red bomb. He will now change behaviour as soon as his bomb is picked up by Isaac, rather than after any red bomb explodes.

When there are multiple Monstone's in a room, they no longer share friction or markov chains (which effect red bomb spawning).

Got Started on the New Rooms

Actualizare: 31 mai 2021 @ 17:34

note these were from my good friend Smugless

Updated Monstone's Sprites

Monstone now has friction when he isn't jumping, so he doesn't slide around everywhere. This was done by adding some functions for jumping and landing, which also allowed me to move some collision and sound effect code.

Monstone now spawns Cohort after he dissapears rather than beforehand (there is an added sound effect for him spawning too). This has the unintended effect of Stoping the Boss music during the Cohort phase.

Monstone will now wait after spawning a red bomb until a red bomb explodes before he is ready to spawn a new one. When he is ready, he is more likely to use the Taunt attack which spawns one.

Monstone's Leap attack now jumps to the targets position instead of just going a bit further than his walk attack.

Monstone will now face his target at the start of each new animation, rather than always facing the direction he is moving. This was necessary since adding friction makes him stop moving a lot of the time, which changes his direction to be facing right, so he ends up facing right most of time with the old code.

The amount of projectiles Monstone's Tuant attack spawns has been reduced from 41-61 to 12-24, as the amount before seemed excessive. The projectiles not spawned by the FireBossProjectiles function have been completely removed.

Compacted the Leap rock wave attack and the Death shooting attack into for loops, to achieve the same result in fewer lines.

Changed Enum references to be their Enumerator rather than their value to make the code more readable.

Changed all instance of :Normalize()*number in the code to :Resized(number).

Actualizare: 31 mai 2021 @ 17:34

note these were from my good friend Smugless

Monstone now has friction when he isn't jumping, so he doesn't slide around everywhere. This was done by adding some functions for jumping and landing, which also allowed me to move some collision and sound effect code.

Monstone now spawns Cohort after he dissapears rather than beforehand (there is an added sound effect for him spawning too). This has the unintended effect of Stoping the Boss music during the Cohort phase.

Monstone will now wait after spawning a red bomb until a red bomb explodes before he is ready to spawn a new one. When he is ready, he is more likely to use the Taunt attack which spawns one.

Monstone's Leap attack now jumps to the targets position instead of just going a bit further than his walk attack.

Monstone will now face his target at the start of each new animation, rather than always facing the direction he is moving. This was necessary since adding friction makes him stop moving a lot of the time, which changes his direction to be facing right, so he ends up facing right most of time with the old code.

The amount of projectiles Monstone's Tuant attack spawns has been reduced from 41-61 to 12-24, as the amount before seemed excessive. The projectiles not spawned by the FireBossProjectiles function have been completely removed.

Compacted the Leap rock wave attack and the Death shooting attack into for loops, to achieve the same result in fewer lines.

Changed Enum references to be their Enumerator rather than their value to make the code more readable.

Changed all instance of :Normalize()*number in the code to :Resized(number).

Actualizare: 30 mai 2021 @ 12:34

Monstone No longer acts like a Curling ice cube, and I've managed to reduce the amount of crazy code for his barf attack

Actualizare: 30 mai 2021 @ 8:50

Monstone now has some more polished attacks, that make him challenging, he can now perform a lung attack, he can jump over objects like tears, and Now he can no longer be hit by normal tears, but by throwable bombs that he can now summon

Actualizare: 28 mai 2021 @ 18:26