well instead of downgrading your textures to match the new mobs. can you do the exact opposite- in which you upgrade the details on the new mobs. I currently love the looks on these demon mobs and would hate for them to go away. Which ever method you were using to get the images for the demon mobs, please do so with the new ones too. This is one of the aspects that make your mobs stand out from all other mob-adding mods out there. If you didn't draw or cannot draw those zombies, would it be possible to get their sprites from Google and then apply it to the models? All in all, I really just do not want those HD pictures to go away.
Hmm personally I love the demon textures and I was worried when making the zombies that they would be too low res, if I do make changes I'll make sure that I keep both, so if I lower the demons, I'll make it an optional Resource Pack for those who find them too high res.
Hmm I might do this, although they have a higher chance of despawning in daylight anyway, so long as a player isn't too close of them, they'll despawn relatively fast, but i their spawn rates do out of control this is an excellent idea, in fact I may implement this into a future desert mob.
The Remobra will definitely be a flying mob, also I the last game of Monster Hunter I played was Freedom Unite for the PSP, after that I felt betrayed as they removed the dual blades (even though they're back now) and moved away from Playstation to Nintendo! The Remobra will be flying snakes though with no limbs but two big wings, I want to avoid adding them as Wyverns because I would like to do a Dragon Mobs pack in the distant future.
Hmm. So that's how you want to do the mod. That's a good sign, and I am happy with it. Now, will the next mobs you add be the Crusk and the Dweller?
Hmm personally I love the demon textures and I was worried when making the zombies that they would be too low res, if I do make changes I'll make sure that I keep both, so if I lower the demons, I'll make it an optional Resource Pack for those who find them too high res.
Let's keep the Nether mobs HD and the desert and swamp mobs pixely, because the Nether mobs are evil and nasty, while the crypt and ghoul zombie are just undead horrors!
Announcement:
Detailed information and download links can now all be found on the mod website, I have linked to this on the first post. If anyone has any issue accessing the new website let me know, I'll add the latest download links to these forums again if necessary.
Hmm. So that's how you want to do the mod. That's a good sign, and I am happy with it. Now, will the next mobs you add be the Crusk and the Dweller?
Let's keep the Nether mobs HD and the desert and swamp mobs pixely, because the Nether mobs are evil and nasty, while the crypt and ghoul zombie are just undead horrors!
Yep the Crusk and Dweller are next up! I'll probably keep all current textures just how they are for now, later I'll look into making hi res and low res ones, my current priority is to add more mobs at a decent quality and then perfect them as time goes on. The Zombies were mainly pixely because they're meant to be almost subtypes of the vanilla zombie. The upcoming mobs may have a higher resolution texture again but it wont be too hi res.
I love the idea, and the HD textures are great. I do have a question before downloading, though. Is there a way to control spawn rates easily? I was using Mo'Creatures but had to uninstall it because it swamped my world with mobs so bad that my (fairly powerful) computer kept running out of memory and crashing Minecraft.
Rollback Post to RevisionRollBack
Shiny!->
I was gonna make a cool signature pic...But then I got bored and discovered Dragon Cave.
I love the idea, and the HD textures are great. I do have a question before downloading, though. Is there a way to control spawn rates easily? I was using Mo'Creatures but had to uninstall it because it swamped my world with mobs so bad that my (fairly powerful) computer kept running out of memory and crashing Minecraft.
I think you can use the Custom Mob Spawner without having Mo' Creatures installed but you can easily change the spawn rates of all the mobs in my mod via the config too, you can change the Spawn Weight (1 = rare, 8 = as common as Zombies) and the min and max chunk spawning (such as from 1 - 3 mobs will spawn on a newly generated chunk, Zombies use 4 - 4 I think).
Updated to 0.2.3 (Minecraft 1.6.4):
This update took a while because i had to create some basic stealth AI and create a complex slither animation, all done know though, the Dwellers are next and I think I'll make use of this slither animation for their tails!
New Mob Added: The Crusk - A giant worm that digs into the sand and some other soft blocks such as grass, dirt or gravel.
Fixed a bug: After all this time, I have forgot to add the smelting recipe for cooking Pinky Meat! Raw Pinky Meat should now cook into Cooked Pinky Meat in the furnace!
Improved some AI.
Pinkies are now very effective Zombie Pigmen killing machines! During my tests on Normal difficulty they killed about 6 Zombie Pigmen on average before they finally died. This does not affect how powerful they are against other mobs or the player though.
Fixed a bug: One of the Crypt Zombies arms weren't animating correctly.
Fixed various other small bugs here and there too!
Lol pretty much! I'm going to work on their animation later so that they stand up, at the moment they just slither across the sand, the slither animation is pretty cool though, my best animation yet I think!
Lol pretty much! I'm going to work on their animation later so that they stand up, at the moment they just slither across the sand, the slither animation is pretty cool though, my best animation yet I think!
I was just playing around with these guys and i noticed that the range that they can attack you is farther than you can melee them, i was wondering if this was intentional. Perhaps the standing animation would allow them to peek out once in a while, so it will not be too difficult to track these crusks down. Perhaps crusks can drop a unique item, for alchemy or for making armor.
Other than that, i really love the way they bury themselves in the sand and hide for incoming prey, the animation and modelling is suberb! I LOVE the slithering animation, it just looks really fluid!
I was just playing around with these guys and i noticed that the range that they can attack you is farther than you can melee them, i was wondering if this was intentional. Perhaps the standing animation would allow them to peek out once in a while, so it will not be too difficult to track these crusks down. Perhaps crusks can drop a unique item, for alchemy or for making armor.
Other than that, i really love the way they bury themselves in the sand and hide for incoming prey, the animation and modelling is suberb! I LOVE the slithering animation, it just looks really fluid!
Oops, yeah their attack range needs addressed, I've had a few issues due to it's size, but I'll fix it!
Updated to 0.2.3 (Minecraft 1.6.4):
This update took a while because i had to create some basic stealth AI and create a complex slither animation, all done know though, the Dwellers are next and I think I'll make use of this slither animation for their tails!
New Mob Added: The Crusk - A giant worm that digs into the sand and some other soft blocks such as grass, dirt or gravel.
Fixed a bug: After all this time, I have forgot to add the smelting recipe for cooking Pinky Meat! Raw Pinky Meat should now cook into Cooked Pinky Meat in the furnace!
Improved some AI.
Pinkies are now very effective Zombie Pigmen killing machines! During my tests on Normal difficulty they killed about 6 Zombie Pigmen on average before they finally died. This does not affect how powerful they are against other mobs or the player though.
Fixed a bug: One of the Crypt Zombies arms weren't animating correctly.
Fixed various other small bugs here and there too!
Huzzah! I'm looking forward to getting the new update! But what happened with the Dweller?
I was going to release two at once again but the Crusk took quite a while to make but don't worry, the Dweller is coming up next and then I'll try and double the mobs up again!
Will you Add the Cyberdemon From Doom to this mod?
Yep and the Spider Mastermind too but they will both be boss mobs. My plan is to go through all of the other biomes next and add 7 mobs to each biomes or group of biomes (1.7 Canyon will share mobs from both the Desert and the Plains mob packs). Once I've added 7 to each biome I'll move onto improving them all a bit and then, I'll come back to the nether and start on the Boss Mobs!
I was going to release two at once again but the Crusk took quite a while to make but don't worry, the Dweller is coming up next and then I'll try and double the mobs up again!
Yep and the Spider Mastermind too but they will both be boss mobs. My plan is to go through all of the other biomes next and add 7 mobs to each biomes or group of biomes (1.7 Canyon will share mobs from both the Desert and the Plains mob packs). Once I've added 7 to each biome I'll move onto improving them all a bit and then, I'll come back to the nether and start on the Boss Mobs!
Yeah! And I thought the Cacodemon closed the door on new Nether Mobs. But I was wrong!
New mob added: Dweller - Amphibious swamp/river creatures, deadly in water.
The Crusk has been weakened, it now moves slower, has a smaller attack range when attacking players and attacks less frequently (one attack every 3 seconds), they can be quite easy to take on by hitting them whilst moving back.
Bug Fixed: There was major packet issue that could have interfered with everything (all the mobs were trying to read the stealth packet that the Crusk uses).
Bug Fixed: Some of the config categories were wrong, some things were missing spaces, etc. I recommend you delete your Lycanite config folder if you are having any issues or want a tidier config, this may be done automatically though.
A few people have asked for this now, so I'll have improve some code first which could take a while, but I'll add ridable Pinkies, I'll add support for Horse Armor on Pinkies too, this will take a while though so I might finish the Desert and Swamp mobs first,maybe I'll make some of them ridable too. I also plan to make possibly Cacodemons tamable.
Hmm personally I love the demon textures and I was worried when making the zombies that they would be too low res, if I do make changes I'll make sure that I keep both, so if I lower the demons, I'll make it an optional Resource Pack for those who find them too high res.
Hmm. So that's how you want to do the mod. That's a good sign, and I am happy with it. Now, will the next mobs you add be the Crusk and the Dweller?
Let's keep the Nether mobs HD and the desert and swamp mobs pixely, because the Nether mobs are evil and nasty, while the crypt and ghoul zombie are just undead horrors!
Detailed information and download links can now all be found on the mod website, I have linked to this on the first post. If anyone has any issue accessing the new website let me know, I'll add the latest download links to these forums again if necessary.
Visit the new website: http://lycanitesmobs.html-5.me
I'll be buying a domain and faster host later too.
Yep the Crusk and Dweller are next up! I'll probably keep all current textures just how they are for now, later I'll look into making hi res and low res ones, my current priority is to add more mobs at a decent quality and then perfect them as time goes on. The Zombies were mainly pixely because they're meant to be almost subtypes of the vanilla zombie. The upcoming mobs may have a higher resolution texture again but it wont be too hi res.
[EDIT] I could not the video to show up...
I'll take a look and add it to the review playlist thanks for the review!
I love the idea, and the HD textures are great. I do have a question before downloading, though. Is there a way to control spawn rates easily? I was using Mo'Creatures but had to uninstall it because it swamped my world with mobs so bad that my (fairly powerful) computer kept running out of memory and crashing Minecraft.
I think you can use the Custom Mob Spawner without having Mo' Creatures installed but you can easily change the spawn rates of all the mobs in my mod via the config too, you can change the Spawn Weight (1 = rare, 8 = as common as Zombies) and the min and max chunk spawning (such as from 1 - 3 mobs will spawn on a newly generated chunk, Zombies use 4 - 4 I think).
This update took a while because i had to create some basic stealth AI and create a complex slither animation, all done know though, the Dwellers are next and I think I'll make use of this slither animation for their tails!
Lol pretty much! I'm going to work on their animation later so that they stand up, at the moment they just slither across the sand, the slither animation is pretty cool though, my best animation yet I think!
I was just playing around with these guys and i noticed that the range that they can attack you is farther than you can melee them, i was wondering if this was intentional. Perhaps the standing animation would allow them to peek out once in a while, so it will not be too difficult to track these crusks down. Perhaps crusks can drop a unique item, for alchemy or for making armor.
Other than that, i really love the way they bury themselves in the sand and hide for incoming prey, the animation and modelling is suberb! I LOVE the slithering animation, it just looks really fluid!
Oops, yeah their attack range needs addressed, I've had a few issues due to it's size, but I'll fix it!
Huzzah! I'm looking forward to getting the new update! But what happened with the Dweller?
I think the Cacodemon closed the door on adding new Demon Mobs. Now he's working on some bad-**** desert and swamp mobs.
I was going to release two at once again but the Crusk took quite a while to make but don't worry, the Dweller is coming up next and then I'll try and double the mobs up again!
Yep and the Spider Mastermind too but they will both be boss mobs. My plan is to go through all of the other biomes next and add 7 mobs to each biomes or group of biomes (1.7 Canyon will share mobs from both the Desert and the Plains mob packs). Once I've added 7 to each biome I'll move onto improving them all a bit and then, I'll come back to the nether and start on the Boss Mobs!
Yeah! And I thought the Cacodemon closed the door on new Nether Mobs. But I was wrong!
Pinky Being Ridable Would Be nice
A few people have asked for this now, so I'll have improve some code first which could take a while, but I'll add ridable Pinkies, I'll add support for Horse Armor on Pinkies too, this will take a while though so I might finish the Desert and Swamp mobs first,maybe I'll make some of them ridable too. I also plan to make possibly Cacodemons tamable.