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Old 04-16-2005, 06:00 PM   #1
hamumunut
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Default Dr. L Monster Ideas!!!

1. BUFFy: a Vampire with huge muscles.
2. Crocodile Hunter: A crocodile with guns and bombs
3. Vampire Slayer: A Vampire that holds a huge knife.


Well, what do you think?
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Old 04-16-2005, 06:16 PM   #2
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I don't think there's room to put any new monsters into SWC, but if you check out the Sol Hunt topic, you'll see that Jamul is accepting suggestions for monsters for that game.
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Old 04-16-2005, 09:50 PM   #3
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:? I do wonder why a vampire is named after a person notorious for killing vampires, but like hammered said, look in Sol Hunt if you want to suggest monsters for a game.
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Old 04-17-2005, 03:04 AM   #4
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Actually, it might be possible to replace old monsters with new ones by hacking the executable; I've already found some animation and name data for the current monsters (they were in ASCII :-P), things like the HP of a monster should also be somewhere...
The problem would be that, if you were gonna use any of these monsters, you'd have to create an IPS-Patch, include it with your world (together with new graphics files, if any) and force people to apply it to the .exe file (after making a backup copy :-P) for the monsters to work. Another problem would be that changing a game you don't own the rights for is illegal AFAIK, so don't even try :-P
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Old 04-17-2005, 05:54 AM   #5
hamumunut
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Default ...............

I meant the monsters were for the next Dr. L game( if there will ever be one....) :wink:
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Old 04-17-2005, 10:03 AM   #6
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I highly doubt it. Jamul had to do tons of work to make Dr.L, and even he said (somewhere I don't remember) that it's slightly rare for him to like his own game.
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Old 04-19-2005, 12:50 PM   #7
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Quote:
I've already found some animation and name data for the current monsters (they were in ASCII :-P), things like the HP of a monster should also be somewhere...
It would help immensely if we knew the format for monster graphics. That, and poking around in the executable should give you all the el33t haxing abilities you could want. Though I have neither the time nor the patience to do that, I did once find the location that stores the collision box size. Crazy stuff. :wink:
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