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TheOnlyGuyEver

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  1. Upvote
    TheOnlyGuyEver got a reaction from hugthebed2 in Doodles on my mediocre drawing tablet   
    Lord Valor's back with a slightly new, slightly more menacing appearance:

     
    His captain costume in all its glory:

     
    ...And wielding his Handcannon, a weapon befitting a pirate captain:

     
    Projection of the Handcannon itself (minus the sight cause it looks weird on a projection like this):

     
    These were really fun to draw, and I learned a lot drawing them too what with the 3/4ths perspective. The captain coat and the Handcannon were real challenges, but I learned the valuable lesson that, if you are drawing something comprised of both organic and inorganic shapes on a perspective like this, do not start with the organic ones.
  2. Upvote
    TheOnlyGuyEver got a reaction from Gyokuyoutama in TIAM IV: Guydiana Jones and the Kingdom of the Crystal Cockmongler   
    Precious history
  3. Upvote
    TheOnlyGuyEver got a reaction from Gyokuyoutama in TIAM IV: Guydiana Jones and the Kingdom of the Crystal Cockmongler   
    Omega brain move: Increase a password's security by putting a typo in it.
  4. Upvote
    TheOnlyGuyEver reacted to Raison d'être in TIAM IV: Guydiana Jones and the Kingdom of the Crystal Cockmongler   
    Almost exactly a year later.
  5. Upvote
    TheOnlyGuyEver reacted to LordCOVID Monkey in Super Smash Bros. Ultimate: New Character Speculation and Hype Thread   
    I just realized this, but this out of context quote totally proves that I'm an authentic leaker. Stay tuned for when I leak DLC 6-11!
  6. Like
    TheOnlyGuyEver got a reaction from FreshHalibut in TIAM: General Gaming edition   
    I'm not even big on Xenoblade but I feel for the fans. Remember that the DLC was decided from the beginning -- Rex got shafted and his game came out a year before Smash, Byleth gets in and his game isn't even our yet for another half year at the time (and that's only relative to the Smash release date, not even dev time!) -- "too early" my ass. From what I understand, Nintendo gave Sakurai a list of characters to work with at the start and he picked a few to make into DLC. There are so many franchises I wish anyone at Nintendo gave half a shit about as much as Sakurai does about FE, just tossing characters in for the sake of there being a new game rather than for the actual sake and merit of the character.
     
    Honestly though, I think the first wave of DLC was pretty good overall. It's just that...why did they save the FE character for the last spot? And not like the beginning or middle or something? It's not like they don't know; there's not a chance in hell they don't know, they literally joke about there being a shit ton of swordfighters in his reveal trailer. Blue-haired self-insert anime swordfighter is just a pretty underwhelming note to finish on.
  7. Upvote
    TheOnlyGuyEver got a reaction from Raison d'être in TIAM: General Gaming edition   
    Spoiler-free game review below:
     
    The other day I finished Jenny LeClue: Detectivu. It got kickstarted way back in August of 2014, and came out in September of 2019, as Mografi's first game. I first saw it back in December in some retweet somewhere, and its mid-20th century-inspired visuals immediately caught my eye; I always enjoy a game with a unique artstyle. But, I am also a very patient and particular person when it comes to making purchases (after all, who would want to buy something they'd be unhappy with? Even with the refund policy on Steam, it's a bad habit to get into), and I'm usually not too interested in story-based games, but I also do really love mystery books. So, I decided to sit on it for about a month before deciding, and come January I decided to give it a shot, and let me tell you, I'm happy I did.
     
    SYNOPSIS: In the game, you play as the titular character, a young aspiring detective girl who lives in the small and idyllic town of Arthurton, where the weather is always perfect and the crime rate is non-existent. Things take an unexpected turn when Jenny's mother is framed for murder, and she must set out to absolve her of any guilt -- finally her first real case, and the case of a lifetime at that. But along the way, she will discover much, much more than just the true circumstances surrounding the murder, as the true nature of Arthurton is questioned and revealed.
     
    ART: The game features a mid-20th century-inspired artstyle, packed with sharp angles, vibrant colors, and moody lighting -- even areas that you would expect to be dark or gritty like the sewers or graveyard feature quite saturated palettes and lighting choices that enhance the mood. All the characters are shaped very distinctly and dressed with tasteful detail to highlight their personalities. The art is what originally piqued my interest for Jenny LeClue, and I can say it is definitely some of the most impressive and stunning I've ever seen in a game; the color palettes and lighting choices in areas continually blew me away.
     
    MUSIC: The soundtrack is quite large for a small indie game, with the official OST numbering at 29 tracks. Jenny LeClue is a game full of mystery of course, but it is also full of humor (this game actually had me laughing a good lot), horror, panic, and poignancy. It is a game about getting to the bottom of a murder, but it also features themes of family, loss, and identity. There are many moods to cover, but the OST always does a very good job of conveying the proper one. Many of the tracks lead with more moody, synth-type instruments, but never anything that drones on one note for so long that it becomes white noise -- each track is very distinct and consciously composed. Though a majority of tracks do lead with synths like I said, there are a fair amount that feature more vintage, "gumshoe detective"-like instrumentation, or even somewhere in between. The point is, the soundtrack is really varied, full of unique sounds and melodies, and never gets boring.
     
    GAMEPLAY AND MECHANICS: For a story-based game, there's quite a wide variety of core gameplay mechanics:
    Interrogation is a mechanic that occurs primarily -- though not exclusively -- during dialogue scenes, where the player is able to search over an individual for clues regarding their actions, whereabouts, or innocence, sort of like a body-wide scavenger hunt. The magnifying lens is a dual-purpose special mode that not only allows the player to focus in on even more minute details during interrogation, but also is used outside interrogation to spot hidden clues, interactions, and collectibles in the world. Whenever Jenny gets in range of a hidden thing, a magnifying lens icon will display, showing that there is something about. I'd be interested to see how the game plays with an option to turn this icon off, for players who want a bit more difficulty and raw searching in the world and interrogations, but given that the activation range for the icon is rather large, finding hidden things was still quite fun and never just an instant "here it is." I also must mention that most hidden things outside of interrogations are completely invisible, so I can see how finding key clues or items without the icon could get frustrating in theory. Often at the end of interrogation, you must make a deduction proving Jenny's suspicions based on the clues you've found. You can only use a certain number of clues out of the ones you've found to make a deduction, and there is only one correct combination of clues, though you get unlimited attempts at making your deduction. Even though you could brute force each deduction, the fun is in trying to put your detective skills to work and to be correct on the first try. There's a good bit of platforming -- running, jumping, climbing, the standard stuff. However, jumping can only be done at scripted points, i.e. once you're near a large rock or beneath a ladder. I somewhat wish there was a bit more freedom to platforming (a jump button that is available at all times perhaps?) but I can see from a creative perspective why they didn't go with that. Nevertheless, it definitely suffices and is more fun than all traversal just being walking in a straight line. Interactions. I separate these from puzzles on the criteria that these mechanics are less of the side of gameplay and challenge, and more on the side of plain engagement or flavor. I was a bit shaky on these at first and thought they were cheap ways to force in gameplay, but upon revision I think they do a good job of keeping the player involved and engaged, but more importantly, making the world feel a lot more responsive and immersive, so I think I welcome that. Some interactions include things such as: Tapping to kick over an old tree Holding to pull down a lever The "quick-scan" function which is a combination of tapping and holding, and serves to visualize Jenny's thought process as she assesses her options, makes calculations, and weighs her chances. Puzzles. These are the real meat of the gameplay mechanics, where the true challenge lies. The two main types of puzzles are ones that are sort of like scavenger hunts in the world, where you must perform certain actions or make things a certain way, and ones that are more contained, and take you into their own little screen and interface. The puzzles are widely varied and actually get fairly challenging towards the end, though I do have some criticisms. For instance, there is a certain puzzle that appears 3 times where you have to align three wavelengths. The wavelengths are different each time, but the interface and functions are the same. I would have liked to see a small new mechanic thrown into each iteration of repeat puzzles like that one to make them a bit more interesting and challenging each time. I definitely wouldn't mind more challenge, or perhaps even a "hard mode" that swaps all puzzles for higher-difficulty versions. That said, I certainly never got bored or irritated or said something like "oh, THIS puzzle again" in my playthrough. Choosiness. One of the things I appreciate most about this game is that it is a linear adventure, and it's honest in that, but it still offers choice. Often during dialogue or other events, you'll be able to choose one of two choices, and depending on that choice, you'll get a different set of dialogue or interactions -- sometimes this will learn you a different set of information. So while your choosiness will not cause any major story deviations, the choices you make will still affect how you think about the game and the unfolding mystery and what might happen next, based off of what you've learned as a result of those choices. I think something people often overlook is that sometimes it's nice to be able to choose things just for the sake of fun and expression, rather than for the sake of effecting events 10 chapters later. Boat section. That is all.  
    FINAL BITS: Jenny LeClue does feature a cliffhanger ending, as it is part 1 of a planned 2 part series -- this has always been the plan since the 2015 Kickstarter, but that aspect was, frankly, a bit poorly-communicated in the months and days leading up to release, and so many players on release who had not known of the game beforehand felt a bit betrayed (perhaps a "part 1" subtitle or something along those lines would have made it clearer?) The devs have since added a note to its store description to clarify this. Marketing mishaps aside, I don't think anyone who understands that this is part 1 of 2 (as they should by now), will be left feeling cut short or betrayed. The game is a full, roughly 7 hour experience, probably pushing 8 or even 9 if you wanted to go back and find missed collectibles or something else which I won't mention. Many conclusions are made, with enough unanswered questions left to let you theorize what will happen next, like a season of a TV show. Also, that thing I said about choices not causing major story deviations is not entirely true. All player choices are actually recorded behind the scenes, and certain key choices that players make will influence how part 2 is developed. So while your choices won't majorly affect part 1 of Jenny LeClue's story, they will affect the story following it. It's an interesting concept.
     
    IN SHORT: Jenny LeClue: Detectivu is a game with stunning and vibrant visuals, a soundtrack that always sets the mood, charming characters, puzzles that, while asking for a bit more, will still challenge you, compelling writing with its fair share of silly moments, and an intriguing mystery that manages to get deeper each time you think you've hit its bottom. Mografi really blew it out of the park for their first game, and I can't wait for the followup.
  8. Upvote
    TheOnlyGuyEver reacted to FreshHalibut in TIAM IV: Guydiana Jones and the Kingdom of the Crystal Cockmongler   
    Belated Happy Christmas and Merry New Year.
    I got warm sweaters for christmas.
  9. Upvote
    TheOnlyGuyEver got a reaction from Razputin in TIAM IV: Guydiana Jones and the Kingdom of the Crystal Cockmongler   
    No one calls anyone "gayfer" or "BK" anymore. Truly the biggest losses.
     
    Also while we're on the topic:

     

     
    Troll physics was so fucking good. The best ones were ones like these that just use simple understandable physics, as opposed to time travel and silly shit like that. The point is that they're supposed to be believable and make you go "wait, why wouldn't that work?" or that they actually would work but only on an extremely large scale.
  10. Upvote
  11. Upvote
    TheOnlyGuyEver reacted to Idiot Cube in Dreams   
    Want us to unpack that for you, or have you figured it out already? 
  12. Upvote
    TheOnlyGuyEver reacted to Moby in TIAM IV: Guydiana Jones and the Kingdom of the Crystal Cockmongler   
    College is over and I'm graduating.
     
     
    Now entering: Hell.
  13. Upvote
    TheOnlyGuyEver reacted to hugthebed2 in TIAM: General Gaming edition   
    As someone who has been admining a league for a left 4 ded game, Left 4 Dead 2, it's sad that I was able to make a breakthrough that people have wished for for 10 years so late in its life cycle.
     
    For the last 14 years, people operated under the assumption that you couldn't create custom ladders using a tool called "Stripper:Source", a serverside plugin that allows for the modification of props and entities on source game maps without actually editing the maps themselves in hammer (like for say, adding a barricade in the middle of dust2, Dustbowl, or adding a new weapon spawn to No Mercy). Ladders are most integral to Left 4 Dead 2 of any source game as its the Special Infecteds' main source of vertical movement in versus mode, and people just thought ladders were impossible to create using Stripper. I saw someone else found out a super omega convoluted way to create custom ladders using l4d2's vscript system, but that was unfeasible and wouldn't work on dedicated servers, making it useless. 
     
    However, it inspired me to look into making custom ladders using Stripper, which is something that years of threads have said "it's not possible".
     
    As a meme, I did map edits to a custom campaign called Left 4 Mario to add some extra blocks in versus mode. While looking through its entire list of entities I noticed that the ladders themselves are entities, but I didn't pay much mind to them, as their model names were "*number" (with "number" being a number starting from 1 and going up to the entity number it is). I found that one of the blocks on left mario had a model name of "*78", so I tried creating a new prop with the filepath of just "*78" and it worked. A week later, I saw that guy I mentioned earlier say that you could potentially get custom ladders using Stripper, so I tried my hand at it.
     
    It took me 10 minutes and I made a custom ladder. The convoluted thing with them is that there's no documentation on the func_simpleladder entity on the valve developer wiki, and that you can only clone ladders that exist within a map, much like how I did with those blocks on Left 4 Mario. The other caveat is that their "origin" is not the true map origin, but rather how many units away from the original ladder the cloned ladder should be.
     
    It's such a shame that I only found this out within the last two months, since it's something that would've been a HUGE help to the competitive left 4 dead 2 scene, and now it's going to be largely underused. It also goes to show that you shouldn't just listen to people online if they say something isn't possible.
  14. Upvote
    TheOnlyGuyEver got a reaction from Gyokuyoutama in TIAM: General Gaming edition   
    Fucking sick. All the new additions look really useful, and I'm excited to see how P-blocks, which are essentially a entire second set of blocks  affected by P-switches, are gonna be used.
     
    The Link powerup looks fucking awesome, holy shit, that's like the best powerup in the game. SMB1 Link Kaizo is gonna be fucked. I hope they give the other original styles their missing powerups soon though, SMB1 has and still is riding ahead of them.
  15. Like
    TheOnlyGuyEver got a reaction from LordCOVID Monkey in TIAM IV: Guydiana Jones and the Kingdom of the Crystal Cockmongler   
    Alright, I'm at my new house and everything is moved in now, I just have to unpack more stuff tomorrow. But boy, who knew uprooting your whole existence could be so much work? The house itself is nice though and the sun moves in a way across it that I'm really pleased with. This is actually the first time I've lived outside my hometown; this new town is like 30-40 minutes away for there. I also attended my neighbor's funeral earlier in the day before I moved, so I got to say hi and goodbye to all the familiar faces of the area one more time before I moved. This place isn't completely unknown to me cause my aunt and uncle live around here, but I don't exactly know the area. This house is near the historic downtown, and I've been there before, and it's pretty neat, with plenty of stuff to do. The thing I'm most bummed out about though is that hanging out with my brother won't be as easy as "hey wanna come over?" anymore. But, there is apparently a station nearby for the Sunrail, which is one of Florida's only two major public transit railways (I think the other one is around Miami), so maybe that could be useful if we wanted to hang out.
  16. Upvote
    TheOnlyGuyEver reacted to Veez in TIAM IV: Guydiana Jones and the Kingdom of the Crystal Cockmongler   
    I just found out that one of the people I sit directly next to in one of my classes is a famous Runescape player also known for being a massive asshole and is currently causing drama in classroom chats for no particular reason.  I am now currently questioning my perspective skills since I'm apparently the one person who didn't know about this guy in the building.
  17. Upvote
    TheOnlyGuyEver reacted to Gyokuyoutama in TF2 general   
    October 29 2021
    Team Fortress hasn't been updated for years.
    Valve didn't even turn on the Halloween update in 2020
    No updates to the blog
    Localization files haven't even been updated
    Suddenly Gabe posts an announcement on the front page of Steam
    The Heavy Update is finally here!
    Click on the link
    Don't get sent to the TF2 page
    Get sent to the Artifact Page
    "That's right, after all these years Heavy is finally a playable hero card in Artifact!"
  18. Upvote
    TheOnlyGuyEver got a reaction from LordCOVID Monkey in New Halloween Update Idea: The Trick-or-Treat Update!   
    Given the status of TF2 updates, I would gladly accept this at this point.
     
    Also nice profile picture.
  19. Like
    TheOnlyGuyEver got a reaction from hugthebed2 in TIAM IV: Guydiana Jones and the Kingdom of the Crystal Cockmongler   
    My dog wandered off yesterday but I found her today. She's here at home now 
  20. Like
    TheOnlyGuyEver got a reaction from hugthebed2 in TIAM IV: Guydiana Jones and the Kingdom of the Crystal Cockmongler   
    My dog wandered off yesterday but I found her today. She's here at home now 
  21. Like
    TheOnlyGuyEver got a reaction from hugthebed2 in TIAM IV: Guydiana Jones and the Kingdom of the Crystal Cockmongler   
    My dog wandered off yesterday but I found her today. She's here at home now 
  22. Upvote
    TheOnlyGuyEver reacted to hugthebed2 in TIAM IV: Guydiana Jones and the Kingdom of the Crystal Cockmongler   
    动态网自由门 天安門 天安门 法輪功 李洪志 Free Unusuals 六四天安門事件 The Gravel War of 1968 天安門大屠殺 The Conga Massacre 反右派鬥爭 The Anti-Random Crit Struggle 大躍進政策 Source 2 Port 文化大革命 Optimization 人權 Heavy Update 民運 Community Servers 自由Competitive Weapon Whitelist 獨立 Community Made Updates 多黨制 r_lod 0 台灣 臺灣 Gravel Pit  Teufort 中華民國 Lt. Dan's Soup and Ribs 西藏 土伯特 唐古特 Phlog 達賴喇嘛 Administrator 法輪功 ELO Ranking System 新疆維吾爾自治區 Lead Poisoned Sub-Morons 諾貝爾和平獎 Gentlemann's Service Medal 劉暁波 Ms. Pauling 民主 言論 思想 反共 反革命 抗議 運動 騷亂 暴亂 騷擾 擾亂 抗暴 平反 維權 示威游行 李洪志 法輪大法 大法弟子 強制斷種 強制堕胎 民族淨化 人體實驗 肅清 胡耀邦 趙紫陽 魏京生 王丹 還政於民 和平演變 激流中國 北京之春 大紀元時報 九評論共産黨 獨裁 專制 壓制 統一 監視 鎮壓 迫害 侵略 掠奪 破壞 拷問 屠殺 活摘器官 誘拐 買賣人口 遊進 走私 毒品 賣淫 春畫 賭博 六合彩 天安門 天安门 法輪功 李洪志 Balloonicorn 劉曉波动态网自由门
  23. Upvote
    TheOnlyGuyEver got a reaction from LordCOVID Monkey in Doodles on my mediocre drawing tablet   
    I've been playing around with this game idea I've been having recently. It's a DKC-inspired 2D platformer and the main movement mechanics would be running and jumping of course, but also a slide which behaves similarly to DKC rolls, as well as walljumping. It's all just in my head for now, but I decided to spend the past couple weeks drawing some enemies; please note that they are not drawn to scale with each other. This is gonna be a long one- hope you like reference poses!
     
    Knight:

    Basic baddie who walks to and fro. A single jump or slide will defeat them.
     
    Might:

    A big round baddie who walks in a strut. He bounces the player off if they attempt to slide into him, following with a hearty laugh. During the laugh, a second slide into the him will catch him off guard and defeat him. You can also jump on his head to force him to turtle up into his armor for a moment, sliding him back.
     
    Mightier:

    A tougher variant of Might that cannot be defeated by sliding into him during the laugh. The only way to defeat a Mightier is to bounce on his head repeatedly, sliding him back into a pit or hazard.
     
    Height:

     Knights equipped with springy shoes that allow them to jump high. They have many path variations, like jumping in place or along a set path, or doing a number of small jumps and then a big one.
     
    Flight:

    Knights that don helipacks to maintain flight. Like Heights, they have many path variations. A jump on them will destroy their helipack, causing them to activate their parachutes and to slowly descend. Another jump will defeat them, though if they reach the ground, they'll deactivate their parachutes and act like normal Knights. Sliding into a Flight will defeat it instantly. Parachuting Flights may appear in levels outright.
     
    Helipack Orthographic Projection:

    Busted out my old AutoCAD skills for this one. I imagine you'd tilt the stick to control direction, while the buttons would control height, with one being up and one being down. Once deactivated, the handles would retreat back into the sides, while the blades would fold up and the pole would retreat down into the top. Maybe I put a bit too much thought into the workings of this thing, but the one thing I didn't think of was how it sticks to your back! Lets just go with magnets.
     
    Overlay:

    The orthographic overlaid with the enemy reference. It disregards perspective, but you get the idea.
     
    Bite:

    A leaping lunatic with a chomping knight helmet. They take a track stance and then lunge at the player head-first, attempting to bite them. If they miss, they'll fall to the floor, take a moment to recover, and then resume their stance and lunge again.
     
    Bight:

    An aquatic version of the Bite, with its jaws more resembling a squid's sharp beak. Underwater they move in a silly squid-like fashion with their arms and legs, and corkscrew forward to bite the player. Also has a variant that leaps out of water to attempt to bite the player on land or in air. If a Bight leaps onto the land, it will not act like a Bite, rather, it will just flop off the side of the play area.
     
    Airtight:

    Mysterious aquatic knights that wield a trident. There are two variants: ones that swim along a set path, and ones that pursue the player.
     
    Ignite:

    I'm actually a bit hung-up on how exactly these guys should function, so I have two versions here:
     
    VER1. A combustable combatant with a short fuse. Equipped with a bomb-helmet, they'll frantically chase the player as their fuse shortens, attempting to blow up on them. Any contact (save for a jump, which will defeat them) with an Ignite will cause them to detonate, instantly killing the player. In addition to exploding upon contact, they will also explode once their fuse runs out. Once detonated, they do a cartoon "explosion in my face" animation and flop off the side of the play area.
     
    VER2. A combustable combatant with a short fuse. Equipped with a bomb-helmet, they'll frantically chase the player as their fuse shortens, attempting to blow up on them. They cannot be defeated by sliding on account of the large shield plate on their chests, but for that same reason, they do not harm the player on contact, and instead only bump the player around. In addition to waiting out the fuse, they can also be defeated with a jump on the head. Once detonated, they do a cartoon "explosion in my face" animation and flop off the side of the play area.
    --------------------------------------
    CREATIVE NOTE: While running, their legs move in a cartoony blurry circular fashion, with a fast car noise playing. When they skid to turn around, a tire squeal sound is played.
     
    Subnite:

    An aquatic version of Ignite, with his helmet fashioned after a naval mine (and the fuse hence replaced with a chainlink). They swim after the player in quick bursts once they come within a certain range; any physical contact will detonate them and kill the player. You simply have to run away from them and avoid them, much like actual naval mines.
     
    Fright:

    Skittish enemies that pop out of the ground when the player gets near, proceeding to chase them. They cannot be harmed until they come out from their hiding spots, and their heads can actually be stood on, on account of the ground that sits on them, meaning that a jump will not defeat them. Their color palette changes to match the ground that they appear from.
     
    Palette Change Example:

    In this case, he's been hiding in dirt ground under a bush.
     
    Sight:

    A sharpshooting knight wielding a musket. They track the player's movement and fire periodically, making sure to keep the player on the move. Upon the player reaching a close enough distance, they will throw their guns up in fear and assume a cowardly bunched-up position with their hats pulled over their heads, and can be defeated safely.
     
    Cannons:

    Stationary cannons that fire periodically on a set path. The cannonballs move fast, but can be jumped on, though not slid into. There is however a variant that fires spiked cannonballs, which cannot be jumped on nor slid into.
     
    Lord Valor:

    These are more reposts than anything, because you've no doubt seen him around here before. The villain, the big boss, the head honcho. Is good-intentioned, but prideful and stubborn to a point of blindness. He likes to wear various costumes depending on the occasion; you've seen these before too:
     
    Captain Valor:

    My favorite of the costumes by far; the hat and collar look sick and the way the coat flares at the end because of the belt is cool. Very form-fitting coat, it is.
     
    Big Baron Valor:

    You may notice that Flight's outfit is borrowed directly from this drawing, which was done way before these enemies were even conceived. Anyhow, I really like the way the coat accentuates his barrel-chested-ness
     
    Lord Valor the Dynamite King:

    I love this one just because of how goofy the leotard looks stretched over his armor. It's completely intentional.
  24. Upvote
    TheOnlyGuyEver got a reaction from LordCOVID Monkey in Doodles on my mediocre drawing tablet   
    I've been playing around with this game idea I've been having recently. It's a DKC-inspired 2D platformer and the main movement mechanics would be running and jumping of course, but also a slide which behaves similarly to DKC rolls, as well as walljumping. It's all just in my head for now, but I decided to spend the past couple weeks drawing some enemies; please note that they are not drawn to scale with each other. This is gonna be a long one- hope you like reference poses!
     
    Knight:

    Basic baddie who walks to and fro. A single jump or slide will defeat them.
     
    Might:

    A big round baddie who walks in a strut. He bounces the player off if they attempt to slide into him, following with a hearty laugh. During the laugh, a second slide into the him will catch him off guard and defeat him. You can also jump on his head to force him to turtle up into his armor for a moment, sliding him back.
     
    Mightier:

    A tougher variant of Might that cannot be defeated by sliding into him during the laugh. The only way to defeat a Mightier is to bounce on his head repeatedly, sliding him back into a pit or hazard.
     
    Height:

     Knights equipped with springy shoes that allow them to jump high. They have many path variations, like jumping in place or along a set path, or doing a number of small jumps and then a big one.
     
    Flight:

    Knights that don helipacks to maintain flight. Like Heights, they have many path variations. A jump on them will destroy their helipack, causing them to activate their parachutes and to slowly descend. Another jump will defeat them, though if they reach the ground, they'll deactivate their parachutes and act like normal Knights. Sliding into a Flight will defeat it instantly. Parachuting Flights may appear in levels outright.
     
    Helipack Orthographic Projection:

    Busted out my old AutoCAD skills for this one. I imagine you'd tilt the stick to control direction, while the buttons would control height, with one being up and one being down. Once deactivated, the handles would retreat back into the sides, while the blades would fold up and the pole would retreat down into the top. Maybe I put a bit too much thought into the workings of this thing, but the one thing I didn't think of was how it sticks to your back! Lets just go with magnets.
     
    Overlay:

    The orthographic overlaid with the enemy reference. It disregards perspective, but you get the idea.
     
    Bite:

    A leaping lunatic with a chomping knight helmet. They take a track stance and then lunge at the player head-first, attempting to bite them. If they miss, they'll fall to the floor, take a moment to recover, and then resume their stance and lunge again.
     
    Bight:

    An aquatic version of the Bite, with its jaws more resembling a squid's sharp beak. Underwater they move in a silly squid-like fashion with their arms and legs, and corkscrew forward to bite the player. Also has a variant that leaps out of water to attempt to bite the player on land or in air. If a Bight leaps onto the land, it will not act like a Bite, rather, it will just flop off the side of the play area.
     
    Airtight:

    Mysterious aquatic knights that wield a trident. There are two variants: ones that swim along a set path, and ones that pursue the player.
     
    Ignite:

    I'm actually a bit hung-up on how exactly these guys should function, so I have two versions here:
     
    VER1. A combustable combatant with a short fuse. Equipped with a bomb-helmet, they'll frantically chase the player as their fuse shortens, attempting to blow up on them. Any contact (save for a jump, which will defeat them) with an Ignite will cause them to detonate, instantly killing the player. In addition to exploding upon contact, they will also explode once their fuse runs out. Once detonated, they do a cartoon "explosion in my face" animation and flop off the side of the play area.
     
    VER2. A combustable combatant with a short fuse. Equipped with a bomb-helmet, they'll frantically chase the player as their fuse shortens, attempting to blow up on them. They cannot be defeated by sliding on account of the large shield plate on their chests, but for that same reason, they do not harm the player on contact, and instead only bump the player around. In addition to waiting out the fuse, they can also be defeated with a jump on the head. Once detonated, they do a cartoon "explosion in my face" animation and flop off the side of the play area.
    --------------------------------------
    CREATIVE NOTE: While running, their legs move in a cartoony blurry circular fashion, with a fast car noise playing. When they skid to turn around, a tire squeal sound is played.
     
    Subnite:

    An aquatic version of Ignite, with his helmet fashioned after a naval mine (and the fuse hence replaced with a chainlink). They swim after the player in quick bursts once they come within a certain range; any physical contact will detonate them and kill the player. You simply have to run away from them and avoid them, much like actual naval mines.
     
    Fright:

    Skittish enemies that pop out of the ground when the player gets near, proceeding to chase them. They cannot be harmed until they come out from their hiding spots, and their heads can actually be stood on, on account of the ground that sits on them, meaning that a jump will not defeat them. Their color palette changes to match the ground that they appear from.
     
    Palette Change Example:

    In this case, he's been hiding in dirt ground under a bush.
     
    Sight:

    A sharpshooting knight wielding a musket. They track the player's movement and fire periodically, making sure to keep the player on the move. Upon the player reaching a close enough distance, they will throw their guns up in fear and assume a cowardly bunched-up position with their hats pulled over their heads, and can be defeated safely.
     
    Cannons:

    Stationary cannons that fire periodically on a set path. The cannonballs move fast, but can be jumped on, though not slid into. There is however a variant that fires spiked cannonballs, which cannot be jumped on nor slid into.
     
    Lord Valor:

    These are more reposts than anything, because you've no doubt seen him around here before. The villain, the big boss, the head honcho. Is good-intentioned, but prideful and stubborn to a point of blindness. He likes to wear various costumes depending on the occasion; you've seen these before too:
     
    Captain Valor:

    My favorite of the costumes by far; the hat and collar look sick and the way the coat flares at the end because of the belt is cool. Very form-fitting coat, it is.
     
    Big Baron Valor:

    You may notice that Flight's outfit is borrowed directly from this drawing, which was done way before these enemies were even conceived. Anyhow, I really like the way the coat accentuates his barrel-chested-ness
     
    Lord Valor the Dynamite King:

    I love this one just because of how goofy the leotard looks stretched over his armor. It's completely intentional.
  25. Upvote
    TheOnlyGuyEver got a reaction from Gyokuyoutama in TIAM IV: Guydiana Jones and the Kingdom of the Crystal Cockmongler   
    You see Dr. Ben Dover too?
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