If there will be any bosses that can teleport as an ability, can we control where that mob will teleport to during a fight with blocks (to act as a possbile way-point where the boss will tp to) or something?
Yes I know how to do that. So it is totally possible. I could even have the block it looks for, able to be disguzed. As in you right click it with a block of grass in hand, now it looks like a block of grass. So you could, if you wanted to, not allow the players to know where his teleport points are, or you could.
When can we expect a release date for first build.I would say about when the next boss is completed would be a good time probably.
Well Currently:
1) Still no config file generation yet.
2) Paragon has all the animations and attacks finished, Still no AI though.
3) Tatters has a base model but no weapon animations or attacks
4) Seymora only has a rough model and is going to require some more advanced code troubleshooting to make it animated properly. Hence why I actually wanted to make it as one of the launch bosses. It is going to push me to develop a new animation coding style.
I want to keep 3 bosses and 1 feature in the works at all times. Currently I am hyper focusing on Paragon so I can have something to show is finished.
Once I have a single finished boss a working config file I will release an alpha build here in the WIP area. Once I have 3 working bosses a config file and the control blocks. I will release version 1.0 in the mods section.
Did a bit of research while at work today. Wrote up a method to spawn ANY monster from ANY mod.
Monsters are registered into an EntityList class. So I can list out every monster that is registered from every forge mod being used on a server. And thus spawn them as well.
Because of this Modular Bosses will not only have granular control over its own bosses but it will be able to spawn in other mods monsters with fine precision as well. Say for instance the Ars Magica bosses. If you wanted one for the end of a temple you could spawn one with the Modular Bosses Control Block instead of drawing complicated circles and sacrificing items.
Not sure what I want the control block to look like yet. At the moment it is just a normal 6 faced block with this gif as its animated texture,
Put up a video of the control block in action. It does not have all its functionality yet, just the ability to pick and spawn monsters. Which it will do every 5 seconds or so
First alpha release. Eggs for mobs do work. Paragon...will jump...a lot, mainly because he doesn't have an AI yet.
I would just play around with the control block for now, make sure it can spawn mobs.
However Dragons / Dinosaurs have been a pretty safe "go to" boss decision for video games since.....forever. So don't be surprised to see one or two in this mod eventualy
Currently there are no plans to make the mod run on it's own (temples and premade auto generated structures ECT). It is made with Map creators and Server admins in mind.
There are eggs for each boss, so one could spawn a boss as a self challenge I suppose.
You could add the spawn eggs in dungeon chest table.
hei dude nice mod and here are some pics i chose and if you like the monsters or creatures plz add them to the to be done list k in like the future k
Hello? Future nightmares?
Yeah it's me.
Don't bother coming over, I won't be sleeping for a while.
.
..
What?
.
I don't know a while.
.
Yeah
.
no
.
You too, say hi to the misses for me.
I would definitely love to see a boss that doesn't have much of a physical body. Where instead it creates a sort of cloud of darkness, where traps and other things lie.
Also, would love to see some dragon's too, dragons are always good as bosses.
Amazing models -- I haven't had the chance to work with Tabula yet, but it looks like you can do a lot with it.
If it is not already available, can you add an option to the control block to remember a player's UUID and not spawn another boss for that player? That way players won't be able to become powerful and then kill a hundred level 1 bosses for the loot.
The "weakpoint" system is incredibly unique and very, very useful. Keep up the great work!
(PS: just a warning, having block textures more than 16x16 causes the whole texture map to resize, which can cause lag. Since you probably already have a TileEntity you could use a TileEntitySpecialRenderer instead. I'd be glad to make a couple models if you want ideas -- I've been doing animated custom block models lately, like in this spoiler below)
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Amazing models -- I haven't had the chance to work with Tabula yet, but it looks like you can do a lot with it.
If it is not already available, can you add an option to the control block to remember a player's UUID and not spawn another boss for that player? That way players won't be able to become powerful and then kill a hundred level 1 bosses for the loot.
The "weakpoint" system is incredibly unique and very, very useful. Keep up the great work!
(PS: just a warning, having block textures more than 16x16 causes the whole texture map to resize, which can cause lag. Since you probably already have a TileEntity you could use a TileEntitySpecialRenderer instead. I'd be glad to make a couple models if you want ideas -- I've been doing animated custom block models lately, like in this spoiler below)
I have thought of a custom tile entity render instead. The current skin is just a placeholder, if anything it wont have a complicated texture. Mainly because the control block is meant to be buried underground where no one sees it.
I ahve another block comming up that will work in tandem with the control block. to prevent the exact scenario you described.
I have thought of a custom tile entity render instead. The current skin is just a placeholder, if anything it wont have a complicated texture. Mainly because the control block is meant to be buried underground where no one sees it.
I ahve another block comming up that will work in tandem with the control block. to prevent the exact scenario you described.
Awesome, good luck and happy modding!
Rollback Post to RevisionRollBack
Click this banner for a list of illegal mod distributors -- only download from legal sites!
Yes I know how to do that. So it is totally possible. I could even have the block it looks for, able to be disguzed. As in you right click it with a block of grass in hand, now it looks like a block of grass. So you could, if you wanted to, not allow the players to know where his teleport points are, or you could.
When can we expect a release date for first build.I would say about when the next boss is completed would be a good time probably.
Well Currently:
1) Still no config file generation yet.
2) Paragon has all the animations and attacks finished, Still no AI though.
3) Tatters has a base model but no weapon animations or attacks
4) Seymora only has a rough model and is going to require some more advanced code troubleshooting to make it animated properly. Hence why I actually wanted to make it as one of the launch bosses. It is going to push me to develop a new animation coding style.
I want to keep 3 bosses and 1 feature in the works at all times. Currently I am hyper focusing on Paragon so I can have something to show is finished.
Once I have a single finished boss a working config file I will release an alpha build here in the WIP area. Once I have 3 working bosses a config file and the control blocks. I will release version 1.0 in the mods section.
UPDATE!
Finished Paragon's Stomp and Jump attacks.
Only need to implement 1 last close range attack before work on the AI can begin
Did a bit of research while at work today. Wrote up a method to spawn ANY monster from ANY mod.
Monsters are registered into an EntityList class. So I can list out every monster that is registered from every forge mod being used on a server. And thus spawn them as well.
Because of this Modular Bosses will not only have granular control over its own bosses but it will be able to spawn in other mods monsters with fine precision as well. Say for instance the Ars Magica bosses. If you wanted one for the end of a temple you could spawn one with the Modular Bosses Control Block instead of drawing complicated circles and sacrificing items.
Not sure what I want the control block to look like yet. At the moment it is just a normal 6 faced block with this gif as its animated texture,
Update!
Put up a video of the control block in action. It does not have all its functionality yet, just the ability to pick and spawn monsters. Which it will do every 5 seconds or so
First alpha release. Eggs for mobs do work. Paragon...will jump...a lot, mainly because he doesn't have an AI yet.
I would just play around with the control block for now, make sure it can spawn mobs.
It would kinda screw up other mods that use those bosses. He could make NEW versions of them to avoid bugs.
until you meet one in person.....
However Dragons / Dinosaurs have been a pretty safe "go to" boss decision for video games since.....forever. So don't be surprised to see one or two in this mod eventualy
You could add the spawn eggs in dungeon chest table.
Hello? Future nightmares?
Yeah it's me.
Don't bother coming over, I won't be sleeping for a while.
.
..
What?
.
I don't know a while.
.
Yeah
.
no
.
You too, say hi to the misses for me.
Still working on it, no updates as of late. Been working a lot at work
Update!
New beta release
The Modular Bosses Control block is now fully implemented.
This block allows dungeon creators to have precision controlled mob spawning and respawning.
Video in the OP describing its cool features!
Update...sort of, fixed a bug in the control block and re-uploaded
I would definitely love to see a boss that doesn't have much of a physical body. Where instead it creates a sort of cloud of darkness, where traps and other things lie.
Also, would love to see some dragon's too, dragons are always good as bosses.
Cliche, but good.
Anyway, If you need more ideas for things. Why not use the base of a cat or something?
http://www.minecraftforum.net/forums/off-topic/forum-games/2862232-indestructible-box
This is my forum game, play it
Amazing models -- I haven't had the chance to work with Tabula yet, but it looks like you can do a lot with it.
If it is not already available, can you add an option to the control block to remember a player's UUID and not spawn another boss for that player? That way players won't be able to become powerful and then kill a hundred level 1 bosses for the loot.
The "weakpoint" system is incredibly unique and very, very useful. Keep up the great work!
(PS: just a warning, having block textures more than 16x16 causes the whole texture map to resize, which can cause lag. Since you probably already have a TileEntity you could use a TileEntitySpecialRenderer instead. I'd be glad to make a couple models if you want ideas -- I've been doing animated custom block models lately, like in this spoiler below)
I have thought of a custom tile entity render instead. The current skin is just a placeholder, if anything it wont have a complicated texture. Mainly because the control block is meant to be buried underground where no one sees it.
I ahve another block comming up that will work in tandem with the control block. to prevent the exact scenario you described.
Awesome, good luck and happy modding!
Threw together a smaller, yet highly iconic boss from the Zelda series
This mod looks awesome! Unfortunately it doesnt seem like you are adding any premade dungeons for random spawning in the world
oh well!