[Mod] Simple Mobs [mobs]

4aiman
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by 4aiman » Thu Apr 18, 2013 17:42

Will do for a rock monster with another texture...
Sand monster should be more... um... sand-ish?
Image
Although for mummy it's perfect :)
 

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PilzAdam
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by PilzAdam » Thu Apr 18, 2013 17:46

4aiman wrote:Will do for a rock monster with another texture...
Sand monster should be more... um... sand-ish?
Image
Although for mummy it's perfect :)

I think sand monster should have an actual shape. Otherwise its just impossible to code with the current Minetest API.

Just see the sand monster as a mummy if you like to.
 

4aiman
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by 4aiman » Thu Apr 18, 2013 18:12

I'm "Ok" with mummy, but my point was sand monster being more "loose" (sorry if that's not an appropriate word to determine smth made up of small particles).

"Sand" monster should have his arms connected to the surface and must be w/o legs or with just one big leg or look like those big guy from "Fantastic 4" comic book - just look at this :)

Minetest is blocky, so must be it's sand monster, but there aren't any restrictions on actual model and it's animations. Monster has no need to consist of particles, it just need to look like that at least a little bit ;)
 

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Linxx
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by Linxx » Thu Apr 18, 2013 20:45

4aiman wrote:I'm "Ok" with mummy, but my point was sand monster being more "loose" (sorry if that's not an appropriate word to determine smth made up of small particles).

"Sand" monster should have his arms connected to the surface and must be w/o legs or with just one big leg or look like those big guy from "Fantastic 4" comic book - just look at this :)

Minetest is blocky, so must be it's sand monster, but there aren't any restrictions on actual model and it's animations. Monster has no need to consist of particles, it just need to look like that at least a little bit ;)

what about sand man from the marvel universe he is made of sand but can mantain his human form ._.
 

4aiman
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by 4aiman » Fri Apr 19, 2013 07:50

Yeah, but what exactly make him look like a sand monster when he's in his human form? NOTHING.
And that's precisely why I see a sand monster like a huge pile of sand, probably shaped into smth that can be built of sand. At least wet one.

Well, if MT sand monster will have attack animation (and on a later stage of MT development will change from an ordinary player with random playername above him) or will transform into monster when any real player is nearby (2-3m away from the sand monster) then Marvel-like sandman is totally welcome ;)

Just a sample of transformation: http://www.youtube.com/watch?v=6T3s2De8lSI&feature=youtu.be. Note: this is NOT how it should be, I'm just trying to make it clear what I'm talking about ;)

PS: Mummy is undead, while sand monster is kind of elemental creature. For my JRPG mind it's too weird to confuse those two or make mummy drop sand on death instead of stripes of rotten flesh and/or rotten tissue/cloth. As well as making sand monster never act like sand monster. It's not about the model or it's usage in the game... It's about monster name, which require too much fantasy to assure oneself that this model IS a sand monster.

PPS: Sand monster doesn't need clothes. It is... well... it. So no need in mummy's "belts" (don't know how that called in English...)
Last edited by 4aiman on Fri Apr 19, 2013 08:53, edited 1 time in total.
 

TheWesleyOne
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by TheWesleyOne » Fri Apr 19, 2013 09:56

Pavel_S wrote:Hi! It is pre-release model of sand-monster.
So, any suggestions to improve this mob?
Image



The problem is that it look quite a bit like MC's ender men, I think that 'sand-monster' should be more... sloped *shrugs*

Also sand creatures don't need loincloths
Yes I know the name is not proper, it sounds better this way
 

TheWesleyOne
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by TheWesleyOne » Fri Apr 19, 2013 10:20

I have an odd error, the mod sorta works

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
/spawnentity invoked, entityname="mobs:sheep"
03:13:36: ERROR[ServerThread]: LuaEntity name "mobs:sheep" not defined
03:13:40: ACTION[ServerThread]: singleplayer punches object 2: LuaEntitySAO at (-507.94,-1.5,405.366)


it just spawns an "unknown entity"
Yes I know the name is not proper, it sounds better this way
 

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PilzAdam
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by PilzAdam » Fri Apr 19, 2013 10:53

4aiman wrote:Yeah, but what exactly make him look like a sand monster when he's in his human form? NOTHING.

Wrong, its the texture.

TheWesleyOne wrote:I have an odd error, the mod sorta works

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
/spawnentity invoked, entityname="mobs:sheep"
03:13:36: ERROR[ServerThread]: LuaEntity name "mobs:sheep" not defined
03:13:40: ACTION[ServerThread]: singleplayer punches object 2: LuaEntitySAO at (-507.94,-1.5,405.366)


it just spawns an "unknown entity"

Seems like you havent installed the mod. Try
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
/giveme mobs:meat

It that doesnt work then you dont have the mod installed.
 

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Topywo
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by Topywo » Fri Apr 19, 2013 12:30

Pavel_S wrote:Hi! It is pre-release model of sand-monster.
So, any suggestions to improve this mob?


No matter if it's a sandman or sandmonster, the model looks really nice.
 

4aiman
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by 4aiman » Fri Apr 19, 2013 14:35

PilzAdam wrote:
4aiman wrote:Yeah, but what exactly make him look like a sand monster when he's in his human form? NOTHING.

Wrong, its the texture.


Painting one's face red doesn't make him/her Indian....
Anyway, I'm not the one to decide should or should not you rename this creature. But the name WILL be wrong if this model will be used.

PS: Pavel_S, there are a lot of things to improve if this is a sand monster... Make it look more like mummy or rock monster with a new texture or create new model - of a sand monster this time ;)
Last edited by 4aiman on Fri Apr 19, 2013 14:38, edited 1 time in total.
 

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thefamilygrog66
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by thefamilygrog66 » Fri Apr 19, 2013 15:19

Is it possible to add particles to a mob while it's walking? If so, the sandman/monster would look very cool with sand particles emanating from him.
 

deivan
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by deivan » Fri Apr 19, 2013 15:29

Very nice idea... Particles! (My eye!)
 

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PilzAdam
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by PilzAdam » Fri Apr 19, 2013 15:58

thefamilygrog66 wrote:Is it possible to add particles to a mob while it's walking? If so, the sandman/monster would look very cool with sand particles emanating from him.

You cant attach a particlespawner to an entity currently.
 

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thefamilygrog66
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by thefamilygrog66 » Fri Apr 19, 2013 15:59

Here's an another monster mob idea that my son Simonster came up with awhile back: TREEMONSTERS. They spawn on leaves (i.e. tops of trees) and then they drop down to the ground, growling like tigers and chasing/attacking players. Pretty scary stuff. Anyway, we've been running it for awhile now, and they still surprise me!

Image
Last edited by thefamilygrog66 on Fri Apr 19, 2013 16:02, edited 1 time in total.
 

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Pavel_S
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by Pavel_S » Fri Apr 19, 2013 16:01

If there is way to append drawtype to each mesh in .x file or use sprite drawtype for verticles in mesh , I think, it would be possible to add nice particles=).
I changed texture.
Image
finishing animation...
Last edited by Pavel_S on Fri Apr 19, 2013 16:06, edited 1 time in total.
 

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thefamilygrog66
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by thefamilygrog66 » Fri Apr 19, 2013 16:01

PilzAdam wrote:
thefamilygrog66 wrote:Is it possible to add particles to a mob while it's walking? If so, the sandman/monster would look very cool with sand particles emanating from him.

You cant attach a particlespawner to an entity currently.


Hopefully that'll be possible sometime soon.
 

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PilzAdam
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by PilzAdam » Fri Apr 19, 2013 16:02

thefamilygrog66 wrote:Here's an another monster mob idea that my son Simonster came up with awhile back: TREEMONSTERS. They spawn on leaves (i.e. tops of trees) and then they drop down to the ground, growling like tigers and chasing/attacking players. Pretty scary stuff. Anyway, we've been running it on our version for awhile now, and they still surprise me!

Image

Good idea. Ill probalby add it if somone creates a 3D model for it.
Also could you pass me the code for it?
 

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thefamilygrog66
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by thefamilygrog66 » Fri Apr 19, 2013 16:10

PilzAdam wrote:Good idea. Ill probalby add it if somone creates a 3D model for it.
Also could you pass me the code for it?


The boy may be six years old, but he's full of great ideas! Anyway, here's the code I used, based on one of your monsters - I also made it so they give the player apples when killed:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
mobs:register_mob("mobs:treemonster", {
    type = "monster",
    hp_max = 5,
    collisionbox = {-0.8, -1.21875, -0.8, 0.8, 1.21875, 0.8},
    visual = "upright_sprite",
    visual_size = {x=1.875, y=2.4375},
    textures = {"mobs_treemonster.png", "mobs_treemonster_back.png"},
    makes_footstep_sound = true,
    view_range = 20,
    walk_velocity = 1,
    run_velocity = 3,
    damage = 2,
    drops = {
        {name = "default:apple",
        chance = 1,
        min = 1,
        max = 2,},
    },
    armor = 3,
    drawtype = "front",
    water_damage = 1,
    lava_damage = 5,
    light_damage = 5,
    sounds = {
        random = "tree",
    },
    on_rightclick = nil,
    attack_type = "dogfight",
})
mobs:register_spawn("mobs:treemonster", {"default:leaves"}, 3, -1, 7000, 3, 31000)
 

deivan
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by deivan » Fri Apr 19, 2013 16:52

The tree monster maybe appear when you kill your brothers. Is a Ent? :D
 

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BrandonReese
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by BrandonReese » Fri Apr 19, 2013 18:43

I can confirm it seems the mobs are not drowning....


Image

Image
Last edited by BrandonReese on Fri Apr 19, 2013 18:45, edited 1 time in total.
 

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Traxie21
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by Traxie21 » Fri Apr 19, 2013 18:59

Whats with all the rats being on the sheep's butts?
 

deivan
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by deivan » Fri Apr 19, 2013 20:48

Don't be rude, is a rat preference... :-P
 

TheWesleyOne
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by TheWesleyOne » Fri Apr 19, 2013 21:13

PilzAdam wrote:
TheWesleyOne wrote:I have an odd error, the mod sorta works

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
/spawnentity invoked, entityname="mobs:sheep"
03:13:36: ERROR[ServerThread]: LuaEntity name "mobs:sheep" not defined
03:13:40: ACTION[ServerThread]: singleplayer punches object 2: LuaEntitySAO at (-507.94,-1.5,405.366)


it just spawns an "unknown entity"

Seems like you havent installed the mod. Try
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
/giveme mobs:meat

It that doesnt work then you dont have the mod installed.



I've placed it in "~/.minetest/mods/minetest" nothign seems to help
Yes I know the name is not proper, it sounds better this way
 

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PilzAdam
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by PilzAdam » Fri Apr 19, 2013 21:54

TheWesleyOne wrote:
PilzAdam wrote:
TheWesleyOne wrote:I have an odd error, the mod sorta works

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
/spawnentity invoked, entityname="mobs:sheep"
03:13:36: ERROR[ServerThread]: LuaEntity name "mobs:sheep" not defined
03:13:40: ACTION[ServerThread]: singleplayer punches object 2: LuaEntitySAO at (-507.94,-1.5,405.366)


it just spawns an "unknown entity"

Seems like you havent installed the mod. Try
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
/giveme mobs:meat

It that doesnt work then you dont have the mod installed.



I've placed it in "~/.minetest/mods/minetest" nothign seems to help

If you run a game like "survival" or "build" you need to place it in ~/.minetest/mods/survival or ~/.minetest/mods/build.
 

TheWesleyOne
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by TheWesleyOne » Fri Apr 19, 2013 22:01

Thank you it worked
Yes I know the name is not proper, it sounds better this way
 

Matsetes
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by Matsetes » Sat Apr 20, 2013 07:20

The tree monster will be very interesting! And the sand monster model with particles too... I really start loving this mod!
 

CryAngel
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by CryAngel » Sat Apr 20, 2013 12:45

TheWesleyOne wrote:it look quite a bit like MC's ender men

enderman? for me, is more like skeleton :D
 

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Linxx
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by Linxx » Sat Apr 20, 2013 20:06

thefamilygrog66 wrote:Here's an another monster mob idea that my son Simonster came up with awhile back: TREEMONSTERS. They spawn on leaves (i.e. tops of trees) and then they drop down to the ground, growling like tigers and chasing/attacking players. Pretty scary stuff. Anyway, we've been running it for awhile now, and they still surprise me!

Image

looks like an Ent
 

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thefamilygrog66
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by thefamilygrog66 » Sat Apr 20, 2013 23:24

Linxx wrote:
thefamilygrog66 wrote:Here's an another monster mob idea that my son Simonster came up with awhile back: TREEMONSTERS. They spawn on leaves (i.e. tops of trees) and then they drop down to the ground, growling like tigers and chasing/attacking players. Pretty scary stuff. Anyway, we've been running it for awhile now, and they still surprise me!

Image

looks like an Ent


Sure does - when I was looking for images, I just googled "tree monster", and found this page:

http://www.how-to-draw-cartoons-online.com/how-to-draw-tree.html
 

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Pavel_S
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by Pavel_S » Sun Apr 21, 2013 06:07

Added sand_monster.
https://www.dropbox.com/sh/52np6spb09jx339/50lBERaORv
Updated README.txt
Image
 

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