That's cause the moldorm code hasn't changed much since 1999.
That's cause the moldorm code hasn't changed much since 1999.
Unlike Patra, that changes three times per week?
Probably because Moldorms are the simplest of the segmented enemies. They don;t really do anything. I do wish that the user had more control over special movements, like teleporting/phasing/added shots, for the large enemies, but I also realise that this would be incredibly problematic because of the internal handling.
I need to go back and compare the NES/FDS Patras too, in contrast with ZC, as I still sense that they're off somehow.
http://www.zoriarpg.com/zc/LoE_Userbar.png http://zoriarpg.com/zc/EiyuuUserbar.png
http://www.zoriarpg.com/zc/CIS_Original.pnghttp://www.zoriarpg.com/zc/CIS_II_Userbar.png
Latest ZC 2.53 (Win32) | (Technical Specification | Changelog)
Latest ZC 2.55(Win32) | 2.55 Modules | (Techical Specification | Changelog)
ZC Source Code | ZClaunch Source Code
Featured Scripts & Headers: RPG.zh ( v. a0.97.1 ) ( RPG.zh Thread ) | Zelda 3 Thief's Town Treasure Chest Minigame (ffc) | Bobomb (enemy)
ZScript & ZC-Related Pastebin | ZC Dev & Builds | ARCHIVED ZC Dev & Builds | YouTube Channel | Quests and ZScript Repository
All of the code that I create and publish here is free for use, modification and distribution under the GPL v2.0, or v3.0 where applicable.
There are currently 1 users browsing this thread. (0 members and 1 guests)